AUTHORWARE
Multimedia ~ °
/\
Multimedia
Authorware, Inc
8500 Normandale Lake Blvd., Ninth Floor
Minneapolis, Minnesota 55437 U.S.A.
(612) 921-8555
Copyright © 1987-1989 Authorware, Inc. All rights reserved. This manual may not be
copied, photocopied, reproduced, translated, or converted to any electronic or machine readable
form in whole or in part without prior written approval of Authorware, Inc.
Authorware 1.51-20-09/89
Printed in U.S.A.
Authorware, Inc.
Table of Contents
Section 1. Sound
Chapter 1. The Sound Icon
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Chapter 2. Using the Digitizer
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Saving a sound to a sound file.................... 1-13
Chapter 3. SoundWave Reference
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Section 3. Video
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Appendix A - Video Specifications
Appendix B - CD-ROM
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Authorware, Inc.
Multimedia
Preface
Congratulations on your purchase of Authorware
Professional! Key to the state-of-the-art elements that
make Authorware Professional the best development system
you can buy are its multimedia capabilities. Three icons —
Sound, Movie, Video — make it possible for you to easily
create realistic simulations using engaging media.
There is terrific power and flexibility in each icon, yet the
concepts for the use of each remain constant. You'll find
these capabilities are simple and easy to use and, as you
gain experience with them, you'll be able to create more
exciting interactive environments!
This manual assumes you are already familiar with use of
the Macintosh™ and Authorware. If this isn’t the case,
please refer to the Macintosh manual and the Authorware
Professional manual before proceeding.
Digitized Sound
The Digitized Sound feature of Authorware Professional
includes the Sound icon, the SoundWave™ software, and
the sound-digitizing hardware you can use to record and
edit sounds.
Chapter 1 introduces the Sound icon and its options for
loading sounds and controlling their playback. Chapter 2
describes how to record sounds of your own using the Sound
Digitizer and save them in sound files. Chapter 3 serves as
a reference guide for the SoundWave™ application.
Movies
The Movie features provided with Authorware Professional
include the Movie icon and the Movie Editor software which
enables you to create and edit movies for use with the Movie
icon. With these features you can illustrate concepts and
procedures realistically and intrigue your users with
effective animated reinforcement.
Chapter 1 introduces the Movie icon and its options, and
illustrates its use in Authorware. The remainder describes
use of the Movie Editor software in creating movies.
Chapter 2 gives a brief overview of the Movie Editor
windows and menus. Chapter 3 contains a short tutorial to
help you get the Movie Editor application started and run it
through its paces. Chapter 4 serves as a reference manual
with detailed descriptions of Movie Editor features.
Video
The Video Interface features provided with Authorware
Professional include the Video icon and support for several
video players. The video icon can be placed anywhere
within your file to control an attached video player and
direct the playback of video segments and their sound
tracks.
Chapter 1 introduces the Video icon and its options. It
describes using the video controller, specifying the playback
parameters, and building in user-control of the video
segments.
Support is provided for Pioneer LDV-4200 and LDV-6000,
McDonnell Douglas LaserFilm, Panasonic TQ2026F and
TQ2027F and SONY 1000 series players at the time of this
printing.
Authorware, Inc.
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Chapter 1. The Sound Icon
e Capabilities
Sound icons allow you to use a large variety of sounds in the
applications you design. Recorded speech, music, and sound
effects can become interesting and effective components.
You can place Sound icons anywhere in your file and adjust
the sound playback to your needs. Use of sound opens a
whole new way of communicating with your users!
e Options
To get started, open a file in which you would like to include
use of sound.
Choose the location on the flow line at which you wish a
sound to be played. Then simply drag a Sound icon from
the palette of design icons to the chosen location. When you
release the mouse button, a Sound icon named “Untitled”
will be added to the flow line and highlighted.
Title the newly placed icon in the usual way (see “Titling
Icons” in Chapter 3. of the Authorware Professional
Reference manual).
Double-click the titled Sound icon to open it, and two more
windows will appear on your screen. The top window (i.e.,
the “Load” window) asks you to choose which sound file
should be opened and used here. Select the file containing
the sound that suits your purposes and double-click its
name or click the “Open” pushbutton.
Section 1. Sound 1-1
Chapter 1. The Sound Icon
Sound
D Glass bell KS
0 Hello
© Instruments
© Miscellaneous
© Voices
OQ Whistle
wa
Load which sound?
Speed (% of normal):
Start playing when TRUE:
Play sound:
@ one time
ih ay, times
© until condition is TRUE:
Sound
Options
When you click “Open”, the Load window
will close and you will see the Sound icon
options window. This window provides
options to control how your sound is used in
Authorware.
First, click “Play” to play back the sound you
have loaded. If it isn’t the correct one, click
“Load” to open the Load window and choose
a different sound.
“Stop” is a companion to Play. You can click
it to halt playback of a sound.
Speed (% of normal):
The “Speed (% of normal):” slot allows you to leave the
playback speed at its normal value (i.e., 100%) or choose
another rate expressed as a per cent of the normal speed.
Values less than 100% play slower and values greater than
100% play faster than the sound as it is stored in the sound
file. You can enter a number (e.g., 125) or a variable (e.g.,
“rate”) in the slot to control the speed of playback.
A pop-up menu is provided with
options for controlling concurrent
presentation activities.
“ Wait until done
Concurrent
Perpetual
If you choose “Wait until done,”
Authorware will suspend the
running of your file until the sound is done playing. No
subsequent icons will be presented until the sound playback
has finished.
If you choose “Concurrent,” your
sound will begin playing when the
Sound icon is encountered, and Authorware will continue to
present subsequent icons while the sound plays. This
feature is especially useful for playing a sound to
accompany an action on your screen.
Authorware, Inc.
Play sound:
@ one time
oO | times
© until condition is TRUE:
Section 1. Sound
Making changes
Perpetual As with “Concurrent”, the
“Perpetual” option presents the
following icons while the sound is playing. In addition, if
you choose “Perpetual,” the sound can be activated or its
speed changed through subsequent changes 1 in the values of
ee ” and “Speed (% of normal):,” mere
For example, with “Perpetual” selected, you can cause the
sound to play eee the value of the ee or
from FALSE to TRUE. Similarly, you can aiaive playback
speed by altering the value of the entry in the Speed slot. _
The “Play sound:” options tell Authorware how many
times to play the sound. The default selection is to play the
sound “one time.” You can specify multiple repetitions by
selecting the “__ times” option and entering a number or a
variable in the slot. You can also specify that the sound
should play repeatedly by selecting the “until condition is
TRUE:” option and entering a condition in the slot.
When you have selected the options you desire, click “OK.”
The Sound icon options window will close, and you can use
“Run” or “Run from flag” (Try it menu) to see if your sound
is working the way you wish.
Making changes F
If you want to make changes, simply open the Sound icon
and choose different settings in the options window.
Substituting sounds
To substitute a different sound be sure that the sound you
want has already been recorded and resides in a sound file
on a disk. If it does, all you need to do is load the
replacement sound. If it does not, you must first create the
new sound and save it in a sound file using the procedures
discussed in “Recording a sound” and “SoundWave
Reference” later in this manual.
1-3
Chapter 1. The Sound Icon Editing the sound
Double-click the icon for the sound you want to replace.
The Sound icon options window should then appear. Click
the “Load” pushbutton to activate the Load window.
Now, select the sound file you
= want to load and double-click or
click “Open.” The newly-selected
D Glass bell sound will load into your file and
D Hello : replace the previous sound.
© Instruments
C2 Miscellaneous
C2 Voices
QD Whistle
Load which sound?
Editing the sound
You can access the SoundWave™ application
pa. uan wish. ta seve this file from the Sound icon options window in order to
taht neat ed oa its edit the currently-loaded sound file. To edit the
; sound, open the options window by double-
clicking the appropriate Sound icon (if it is not
already open), and click the “Edit” pushbutton.
You will be asked to confirm whether you wish
to save the file and complete the jumpout or to
cancel the operation. Choosing “OK” at this point saves the
file to disk and executes the jumpout to SoundWave with
the currently-loaded sound file attached. ee
Use SoundWave features to make edits to the sound (see
Section 1, Chapter 3. Multimedia Reference manual for
details). When you are finished, choose “Quit” from the
SoundWave File menu, and you will be returned to
Authorware at the point at which you left.
Authorware, Inc.
Example
e Example
A set of sample SoundWave sound files is included on the
Sound disk. You can use these sounds in your application
or create your own sounds to meet a particular instructional
need.
Pollenation In the file design windows shown here, the Map
Level 2 icon “Stamen” is attached to the Interaction icon
“ 4 9”
where isiten? cane ae : pollen? as a correct answer, Map
etl Stamen” includes a Sound icon “Buzz” as part
~Sepal en of the feedback. When the user matches this
response, the feedback icons are presented to the
user.
Level 3
The Sound icon “Buzz” is set to play
concurrently with the Animation icon that
follows it. Since the “Buzz” sound is rather
short, the developer has set it to play five times
so the sound will continue to play during the
time that the “Bee” is being animated. _
Speed (% of normal):
Start playing when TRUE:
Play sound:
© one time
@ Ben times
© until condition is TRUE:
Section 1. Sound 1-5
Chapter 1. The Sound Icon
1-6 Authorware, Inc.
Chapter 2. Using the Digitizer
e Digitized Sound option package
The sound digitizer with the cable for connecting it to your
Macintosh™ is in the box labeled “Sound Digitizer”, A disk
containing the SoundWave software along with a small
library of sound files is in the Authorware Software booklet.
Depending upon which kind of hardware you have, the
package also may contain a separate microphone and power
transformer. If any of these items is missing, contact
Authorware, Inc. immediately.
Sound digitizer
The sound digitizer is essential for recording and digitizing
sounds that you want to store for later use. The digitizer is
designed to be used with the SoundWave software. Its
features and their use are described in later sections.
SoundWave software
The SoundWave software application is the link between
the Macintosh and your sound digitizer. It can also be used
without the digitizer to load, play, modify, and save sounds.
(The digitizer is needed only to record sounds.)
Library of sound files
Included on the Sound disk is a small set of sample pre-
recorded sound files. These can be accessed and played or
modified with SoundWave or loaded into a through use of a
Sound icon.
Section 1. Sound 1-7
Chapter 2. Using the Digitizer
Hooking up the Digitizer
Manual
This manual is your guide to the Digitized Sound option
for Authorware. It assumes that you know how to use
your Macintosh and that you understand the basics of
developing applications with Authorware.
Other items you may need
Your sound digitizer comes with an internal microphone
(some have a separate microphone) for use in recording
your sounds. You may, however, want to use a different
source such as a tape recorder. If so, you will need to —
plug this device into your digitizer in the line jack. If
you need an adapter for your recorder, the jack on the
digitizer is a standard jack that should be available at
most electronics stores.
Hooking up the digitizer
In order to hook up the sound digitizer, follow the simple
steps listed below.
cds
O 2
U 3
A 4
O 56
Make sure your Macintosh is turned off. It is good
practice to turn off your Macintosh before
connecting any peripheral.
Plug the digitizer connector cable into either the
modem port or the printer p port on the back of your
Macintosh.
If your digitizer requires an external microphone,
plug the mike into the “MIC” jack on the digitizer.
If you want to use a different sound source, plug it_
into the “LINE” jack on the front of the digitizer.
If your digitizer requires an external power pack,
plug the power cord from the transformer into the
back of the digitizer, and plug the other end into a
110V-120V AC power outlet.
Turn on the digitizer, if necessary, and turn on your
Macintosh.
Authorware, Inc.
| Record... 3R '
Record...
Sampling rate:
@ 22 khz.
© 11 khz.
Best, most memory
Good quality
© 7.5 khz. Average quality
© 5.5 khz. Least memory
Memory for 32.54
seconds of recording.
Digitizer in:
Section 1. Sound
Recording a sound
Insert the Sound disk. In accordance with the
license agreement, you may make a single working
copy of the Sound disk or copy the SoundWave
application and the library of sound files to your
hard disk. Set the original Sound disk aside for
safekeeping.
Your digitizer should now be fully installed and ready for
recording.
Recording a sound
Open SoundWave as you would any other Macintosh
application. Double-click the SoundWave icon or select the
icon and choose “Open...” from the File menu. When
opened in this manner, the initial screen shows only File
and Edit menu titles in the menu bar.
To get started, pull down the File menu and choose_
“Record...” The record options 3 window will a appear.
(J Set the sampling rate for the recording you want
to make.
Technical background: The digitizer converts
the analog sound input into a digital
representation. Sounds are converted to a series
_ of numbers, each stored in one 8- bit byte. The
smallest nonnegative integer that can be stored in
a byte is 0, and the largest is 255. (These values
correspond to 2: - 1 and 2: - 1, respectively.)
Because of this limitation, the numerical
representation of the sound’s amplitude at each
sampled instant of time is restricted to between ao
and 255, inclusive. 4
Your choice of sampling rate establishes how
many times per second a numerical value for the
sound’s amplitude \ will be stored. The higher the
frequency of sampling, the more storage is
required.
1-9
Chapter 2. Using the Digitizer
Recording a sound
As indicated, a sampling rate of 22 kiloHertz (kHz) provides
the best quality of recording, but requires the most
computer and disk memory, and a rate of 5.5 kHz requires
the least memory but provides the least sound quality. This
range of sampling rates allows you to balance the
parameters of sound quality and disk space required to best
fit your situation. Choose the level you want by clicking the
corresponding radio button on the screen. With
experimentation and practice you will learn which settings
work best to achieve particular effects. For now, choose any
of the sampling rates and experiment with the others later.
(} Choose the icon for the port in which the digitizer is
connected.
If your digitizer is connected to the modem port on the back
of the Macintosh, click the modem icon so that it is
highlighted. If the digitizer is plugged into the printer port,
click that icon.
() Adjust the “gain” or “volume” on the digitizer.
This is analogous to setting the recording level. The
control on the front or side of the digitizer serves as the
“gain” or “volume” control. On some digitizers, this
control also controls the power. Your digitizer may need
to be switched on by turning the control clockwise. On
some digitizers a light will indicate
whether the digitizer has been
eter re te eee ere Po ed switched on (it should appear red).
Ed
Turn the “gain” at least halfway to
the right and click the “Scope”
pushbutton to activate the Scope
window.
The Scope window displays a
graphical representation of input to
the digitizer. If you plan to use the
microphone as your input source,
speak into it. You will see the
waveform of the sound of your voice
on the screen. If you are using a
different sound source, turn it on.
Authorware, Inc.
“Adjusted” sound
memes
QeRaCER ee
“Clipped” sound
Section 1. Sound
PAP |
| STUTMTETE A TT TTT
iu it | —" ST NM =| Options...” command in the Edit
Recording a sound
The waveform of that sound will appear on the screen.
Nothing is being recorded or saved, but this
representation of your sound input allows you to set the
gain. If your digitizer has a light, it will show green
while the digitizer is processing your sound input.
BERBER olor the gain control up (clockwise)
BLA EA
and down (counterclockwise) to change
‘BeBe Se the amplitude of the waveform on the
WM = Scope display. If the amplitude of the
WT Ada |
TL fea a waveform is increased so far that it
PUNLAPAIOLi
extends off the screen at the top or
_bottom, you are experiencing
“clipping.” Clipping refers to the
truncation of that part of the sound
which extends past the top and bottom
of the display. Because only
amplitude values between 0 and 255
can be stored with SoundWave,
turning the gain too high causes
extreme amplitude values to be
rounded off to 0 (at the bottom of the
display) or 255 (at the top of the
display). To avoid distortion due to
clipping, adjust the gain so that no
sound waves are clipped, but the
largest waves just fill the display in
the Scope window.
You can listen to the sound source
(e.g., a tape recorder) while using the
Scope window. First use the “Play
menu and mark the “Play while
scoping” checkbox. Then activate the Scope window via
the “Record...” command in the File menu. (See “Play
Options...” Section 1, Chapter 3 in this manual for
details.)
Once you have the gain adjusted properly, click the
mouse button to return to the “Record...” options.
Chapter 2. Using the Digitizer
Recording...
= Click mouse button to stop.
(Auto stop in 25.78 seconds.)
Recording a sound
Click the “Record” pushbutton_to begin recording.
Recording begins immediately when you click “Record”.
You should be ready to provide your sound source right
away, or you may end up with an unwanted period of
silence at the beginning of your recording. This is
usually not a difficult problem, because you can use
SoundWave options to edit out the silences. However, if
your sound is long in duration and approaches the limit
of your computer’s memory capacity, you could run out
of memory without having recorded the last portion of
the sound. It is a good practice to start your sound
immediately when recording begins.
While recording, a “Recording...” message is displayed.
(If your digitizer has a light it will show green during
recording.)
Click the mouse button to stop recording.
If you continue to record until all available computer
memory is used up, SoundWave will automatically stop
recording.
SoundWave “Sound window” is
When you finish recording, the
1-12
displayed with the waveform of your
recorded sound.
rE You can play the entire
sound you have recorded by
clicking the pushbutton in
the palette of tools at the left of the
Sound window.
If you are not entirely satisfied with
the result, you can: 1) record the
sound again (by first saving the
recorded sound to a sound file to free
up computer memory and repeating
the steps given above), or 2) modify
the sound or its playback by using
Authorware, Inc.
Saving a sound to a sound file
some of the many sound editing features provided with
SoundWave (discussed in Chapter 2, Section 3.
Multimedia Reference).
e Saving a sound to a sound file
When you are ready to save your recorded sound to your
Record disk, choose “Save” from the File menu.
New
Open... If you have not previously saved the file, the “Save” options
Close a window will appear on your screen. When it does, specify
merorrres es the name to be used for the sound file and the disk/folder to
: which it should be saved, and click “OK.”
The options for specifying file type and saving a
selection (i.e., a sound segment from the sound
iL Glass Bah file) are described in Section 2, Chapter 3. in
C Instruments this manual (see “Save” and “Save as...”).
C2 Miscellaneous
2 Voices
ES apitig tio
Save the sound as:
L] $a seiection any
@ SoundWave © Numeric
© Resource © Instrument
Section 1. Sound 1-13
Chapter 2. Using the Digitizer
1-14 Authorware, Inc.
Section 1. Sound
Chapter 3. SoundWave
Reference
SoundWave capabilities
SoundWave provides a variety of tools for working with
sounds. You can listen to a recorded sound (either the
entire sound file or a selected part of it), cut or copy and
paste a selected sound segment, mix sound segments from
the same or different sound files, set volume, speed, and
direction of playback, selectively amplify frequency bands
Chapter organization
This Chapter describes all the SoundWave features. It
begins first with the two types of windows, Sound windows
and Spectrum windows, and then discusses each of the
menus and their commands.
Sound windows
Opening a Sound window
Sound windows are displayed when you finish recording a
sound (see Chapter 2. Using the digitizer) or when you open
an existing sound file.
Chapter 3. SoundWave Reference Components of the Sound window
To open a sound file, you can either:
1) double-click its icon on the
al $ i i
Macintosh desktop display, or 2) open
D Glass bell a the SoundWave application and use
© Instruments
(=) Sound
ry istehanedus the “Open...” command in the File
menu.
Rind
Whistl
ea ah You can work with up to four sounds
at once, each shown in its own Sound
window. If you have multiple
windows open, you can select one to be
active or place them in tiled or stacked
arrangements with commands in the
Display menu (see “Display menu”
later in this Section).
@ SoundWave © Numeric © Instrument
Components of the Sound window
Sound windows are similar to most Macintosh windows.
The title bar displays the name of an open sound file, and it
includes the usual close box and zoom box. A resizing box
appears in the lower right-hand corner, and a scroll bar is
provided at the right-hand edge. If desired, you can move a
Sound window to a new screen location by clicking in the
Title bar title bar and dragging.
Glass bell EES Scroller
Information bar Scroll box “handle”
Scroll box
Wave display
1-16 Authorware, Inc.
Scroll box +| 7
Section 1. Sound
Components of the Sound window
The Sound window also contains some additional features.
In particular, it displays two different representations
of your sound’s waveform:
1. The long, narrow rectangle at the top of the screen
is called the Scroller. Inside is a compressed
waveform representation of the entire contents of
the sound file. It includes a “Scroll box” which can
be scrolled back and forth through the sound file to_
locate a segment to view in greater detail. There is
a handle attached to the Scroll box: the small
striped square. Scrolling can be done by dragging
the Scroll box (or its handle) or by using the Scroll
arrows at the right-hand end of the Scroller.
The larger rectangle at the bottom is called the
Wave display. It displays an enlarged waveform
for only that portion of the sound file which is _
enclosed by the Scroll box in the Scroller. Each byte_
of sound, stored asa number from 0 to 0 to 255, is shown
as a single dot. -
The size of the Scroll box is in proportion to the
amount of the sound file that can be displayed in the
Wave display. For small sound files, the Scroll box
appears fairly large, because a large proportion of the total
sound can be displayed in the Wave display. For large
sound files, the Wave display can only display a small
subset of the entire sound. In these cases, the Scroll box is
shown in a smaller size (perhaps only as a line) to indicate
the smaller proportion of the full sound displayed at the
Below the Scroller is the Information bar. It shows, for
the sound displayed in the Sound window, the size of the
_sound in bytes, the location and length of any currently
selected sound segment (i.e., the selection), the playback
speed, and the sampling ae This information is discussed
later in this Section.
1-17
Chapter 3. SoundWave Reference
Pointer tool
Selection cursor
Pencil tool
Play sound
Play selection
Play instrument
Play clipboard
1-18
Tools
Tools
At the left of the Sound window is a palette of Tool Icons
and Play Buttons you can use to work with sounds.
The top three icons—representing the Pointer, the Selection
cursor, and the Pencil—change the function of the cursor.
Clicking a tool icon highlights it and changes the shape of
the cursor to the chosen tool.
The Pointer is used to scroll, select menu
commands, and choose options.
The second tool, the Selection cursor, is used to
select a segment of the sound in the file for
‘manipulation. Similar to other Macintosh
applications, SoundWave allows you to perform various
operations on selected items (e.g., selected sound segments).
To select a segment of your sound file, choose the
Selection cursor from the palette and click at the beginning
or end of the sound segment. If you are selecting in the
Wave display, scroll the sound file until the desired segment
is displayed. Select the segment either by 1) dragging the
selection cursor across the waveform, or 2) clicking at one
end and Shift-clicking at the other to select all the
information in between. The selected segment will be
highlighted in black.
Special features for selecting sound include the following:
¢ Clicking and dragging off the left or right edge of
the Wave display causes the display to scroll.
e Shift-click selects the area between the Shift-click
and the original click.
* Command-H moves the left edge of the selection one
byte to the left. -
Authorware, Inc.
Section 1. Sound
Tools
¢ Command-J moves the left edge of the selection one
byte t to the right.
~¢ Command-K moves the right edge of the selection
one byte to the left.
e Command-L moves the right edge of the selection
one byte to the right.
The scroller serves two purposes: scrolling and selecting.
So, while the program is in selection mode (i.e., while a
sound segment is selected and appears highlighted in the
Sound window), only the following options are available for
scrolling:
e Dragging the Scroll box by its handle
¢ Use of the Scroll Arrows
e Scrolling by dragging off the left or right edge of the
screen
¢ Command-B scrolls to the beginning of the
selection. —
¢ Command-E scrolls to the end of the selection.
The Pencil tool can be used to make minor
modifications to the sound by drawing in the
Wave display. You can’t draw on the compressed
wave shown in the Scroller, but you can s scroll with the |
Pencil as well as with the Pointer.
Play buttons
The bottom four icons at the left of the Sound window are
pushbuttons for initiating sound playback.
"E Ah The function of the Play Sound button is to play
the entire sound in the sound file. .
Chapter 3. SoundWave Reference Spectrum windows
rE 1 The Play Selection pushbutton is used to play the
: selected sound segment (i.e., that portion of the
sound file you have selected with the Selection
cursor) or the entire sound if no sound segment is selected.
(an The Play Instrument pushbutton plays the sound
as a Studio Session™ instrument if the current
situation allows. Studio Session, a product of
Bogas Productions, is a music editor and player (not
provided).
5] The Play Clipboard button is used to play the
sound segment contained on the Sound clipboard,
if any.
e Spectrum windows
Vertical axis (shows A Spectrum window shows the
amplitude of each amplitude of frequencies in a series of
frequency) 1K segments of sound. You can
create Spectrum windows for the
Spectrum of Glass be) = entire sound or a selected segment
using the “Spectrum...” command in
the Display menu. Up to four
Spectrum windows may be open at
once. The contents of the Spectrum
window may be printed or copied to
the Clipboard to be pasted into
another application. Spectrum
windows may not be loaded or saved.
The frequency range displayed is
controlled in the Spectrum options
window (“Spectrum” in Display
menu).
Horizontal axis (Shows Diagonal axis (shows time in
frequency in Hertz) milliseconds at beginning of
each 1K slice)
Although Spectrum windows don’t
have a resizing box, they may be
resized by dragging the lower right-
hand corner of the window, just as if
a resizing box were shown.
1-20 Authorware, Inc.
e Menus
Menus
While a sound file is open (i.e., the Sound window appears
on the screen), SoundWave displays the following menus in
the menu bar:
| @ File Edit Wave Display Custom
The menus and their commands are each discussed in turn
in the following sections.
Apple menu
About SoundWave
atessessensenneesceccsonscsssnrecesosessssoreesesssessesseosasses| Under the Apple menu, the “About SoundWave...”
Alarm clock
Calculator
Chooser ;
Control Panel Macintosh.
Find File :
Key Caps File menu
Scrapbook
command displays a banner with information about
Authorware, Inc. and the amount of free memory in the
The File menu commands enable you to perform a number
of file-related operations. Many of the commands are
Record...
New 38N
Open... #0
Close sw
Save S$
Save as...
Record...
Record...
ie aoe rane OPE Sampling rate:
Page Setup...
Print Options...
@22khz. Best, most memory
©O11khz. Good quality
; © 7.5 khz. Average quality
nceeacnoa seaeseunseleness bucewersbous sbeabscesoveececenssansennases oO 5.5 khz. Least memory
Memory for 32.54
seconds of recording.
Digitizer in:
Section 1. Sound
similar in function to those used in other Macintosh
applications, and some are unique to SoundWave.
“Record...” provides access to
controls for setting the gain on the
digitizer and for recording a sound.
Use the “Record” options window
to set the sampling rate and
digitizer port before recording.
You should also check the Scope
display to adjust the digitizer gain.
Clicking the “Record” button will
record the digitizer’s input to a
new Sound window. The options
window indicates how much sound
can be recorded based on the
amount of memory available and
1-21
Chapter 3. SoundWave Reference
1-22
File menu
the sampling rate selected. Once recording has begun, it
will continue until memory is used up or you click the
mouse.
Record is like a “New” command in most applications. Once
the sound is recorded, it is displayed in a new Sound
window. You do not need to open a new Sound
window before recording, nor can you record into a
window that is already open.
See “Recording a sound” in Chapter 2. Using the Digitizer
for a step-by-step description of the recording procedure.
New
“New” creates an empty Sound
window, ready for you to paste into.
Normally, you will create a new
window using Record, but sometimes
you will want to create a new, empty
window to paste parts of sounds into
later. For example, there is a
Custom menu command “Tone
Generator” that can create sound in a
window without using “Record...”
Also, you may choose to paste a sound
segment copied to the Sound
clipboard from an existing Sound file
into a newly created file.
Open...
You can open three different file types from SoundWave:
standard SoundWave files, SoundWave’s numeric files, and
Studio Session instruments. Clicking the buttons at the
bottom of the options window determines what type of files
to list in the window.
Only the standard (i.e., default) SoundWave file type is
used for Authorware Sound icons.
Authorware, Inc.
File menu
The numeric files are text files
- containing a list of the byte values
in a sound. They are used for
D Glass bell communicating between
C Instruments : SoundWave and a spreadsheet
0 Miscellaneous program, BASIC, or other programs
C2 Voices that read and write text files. With
DO Whistle this button selected, all text files
will be shown as available in the
list, but only those that are made up
of numbers separated by Returns,
_line feeds, commas, or spaces will
@®SoundWave ©Numeric © Instrument make any sense to SoundWave.
Text files containing other
characters will not be loaded.
Studio Session instrument files usually contain recordings
of musical instruments.
Close
“Close” closes the active window. If it is a Sound window
and you have made changes since you last saved,
SoundWave will ask if you want to save before closing.
Save
“Save” saves the active Sound file in standard SoundWave
format (which is the format required for Authorware Sound
icons). To choose a different format or save under a
different name or directory, use “Save as...”. If the window
title is Untitled Sound, “Save” will ask you for a file name.
Save as...
“Save as...” provides the option of specifying the file type to
be used. The four buttons at the bottom of the options
window identify the options:
Section 1. Sound 1-23
Chapter 3. SoundWave Reference File menu
The SoundWave type is required by the Sound
(Sound icon in Authorware.
i) Blass bell
ee Resource creates a file that cannot be loaded by
C Instruments ;
C Miscellaneous SoundWave but is useful to programmers who
2 Voices want to put sound into their own applications.
iS His tip =
Save the sound as: Numeric creates a text file containing a list of
the byte values of the sound, with each byte _
separated by a Return. Files of this type can be
read by spreadsheet applications, text editors,
@ SoundWave © Numeric BASIC programs, and many other programs.
© Resource (© Instrument Numeric type files enable programmers to __
manipulate the numeric representation of sounds
in many ways that aren’t provided for in
SoundWave.
slice of Glass bell
>] Save selection only
Instrument allows you to save a sound for use with the
Studio Session music editor and player.
You also have the option of saving a selected sound segment
rather than the entire file. Choosing “Save as...” witha _
segment selected activates the “Save selection only”
checkbox. If you click this option, only the selected segment
will be saved to the file whose name you provide.
Get Info...
Sound: Glass bell
$ led at: 22 KHz. : i :
pices seni ‘ “Get Info...” displays the title of the active Sound
Size: 27679 bytes Free: 776K window, the sampling rate used for recording, the
Bia sail 5 see ea sound’s size in relation to free memory, the amount of
memory free, the length of the selected sound
segment (if any), and the contents of the Sound
Selection: 18153 bytes (825 msec).
The clipboard contains
6444 bytes from Glass clipboard.
bell.
1-24 Authorware, Inc.
File menu
Page Setup...
“Page Setup...” opens
LaserWriter Page Setup a0 tis ead
Paper: @US Letter ©A4Letter Reduce or Mae: .
4 acintosh print style
©US Legal ©B5 Letter Enlarge: [ook eonnee serra y
Orientation Printer Effects:
allowing you to set
iz Font Substitution? i i
uf) = hasnt page orientation and
moothing: special effects for your
XX] Faster Bitmap Printing? printer such as
scaling, smoothing,
font substitution, and so on. Not all printers will have all
the special effects options. If you have more than one
printer accessible to your Macintosh, use the Chooser desk
accessory to select the printer you want to use and then use
“Page Setup...”.
Print Options...
aeeonarnnt The “Print Options...” window provides options
specific to printing SoundWave files:
Horizontal Scaling: @1:1 O2:1 O4:1
Vertical Scaling: @1:1 O21 O4:1 The scaling options allow you to adjust the level of
Print Selection onty detail in the peerieees ae thereby, a pantie the
amount of sound printed per page. Selecting 1:1 both
for horizontal and vertical scaling will result in a
printout at the same scale as is shown on the screen.
Selecting 4:1 for both settings allows you to print
sixteen times as much sound per page. If you check the
“Print Selection Only” box, SoundWave will print only that
sound segment which you have selected with the Selection
cursor.
Print...
“Print...” from the File menu activates the print options for
your printer, allowing you to print from the active
window—either a Sound window or a Spectrum window.
Selecting the desired applicable options and clicking “OK”
causes printing to begin.
One of the options that appears on the print options window
for most printers allows you to print the whole document
Section 1. Sound 1-25
Chapter 3. SoundWave Reference
LaserWriter <LaserWriter Plus>
File menu
2 ————— (All) or to specify what pages to
= print (From... To...). This
option applies better to page
Cover Page: @No© First Page © Last Page oriented programs than it does
Paper Source: @ Paper Cassette (© Manual Feed to SoundWave. In SoundWave,
Save "Glass bell" before
quitting?
pagination is determined only
at print time, so it would be
hard to know what you are printing if you set this to
anything other than “All.” If you want to print only part
of a sound, you should select the sound segment with the
Selection cursor and then check “Print Selection Only” in
the “Print Options...” window.
If you print with an ImageWriter™ printer, there is a Print
Quality option in the “Print Options...” window. The
choices are Best, Faster, and Draft. Draft printing,
however, only applies to text printing and should not be
used for printing SoundWave documents or Spectrum
windows.
When you have the settings adjusted for printing, click the
“OK” button. Be prepared to wait for several minutes while
SoundWave converts your sound to print format. Nothing
may happen on your printer or screen during this time.
Once printing begins, the process may take a long time
because of the high level of detail to be printed.
Quit
When you use the “Quit” command in SoundWave,
you will be asked whether you wish to save any
changes made to open sound files. Click “Yes” to
save changes, “No” to quit without saving changes,
or “Cancel” to exit from the Quit operation.
1-26
Authorware, Inc.
Play Options... #P
Studio Options...
Select All
Show Beginning #B
Show End sE
Section 1. Sound
Edit menu
Edit menu
Undo
SoundWave will let you undo the last change you made to
the the sound if the “Undo” command is active. Undo will
appear dimmed if there was not enough memory to buffer
the original sound or if you bring a different window to the
front.
Cut
“Cut” removes the selected portion of the sound and puts it
on SoundWave’s private Sound clipboard. The contents of
the Sound clipboard can’t be pasted into a desk accessory
or other application documents.
Copy
If the active window is a Sound window, “Copy” will
duplicate the selected segment and put it on its private
Sound clipboard.
If the active window is a Spectrum window, “Copy” will put
the picture of the spectrum on the standard Macintosh
Clipboard. You can then paste it into desk accessories or
other application documents. Copying the spectrum picture
doesn’t erase the private Sound clipboard.
Paste
If there is sound on the Sound clipboard, you can paste it
into a Sound window. The clipboard sound will replace a
sound selection. If there is no selection, the clipboard sound
will be pasted in at the insertion point.
NOTE You can paste a Sound clipboard sound into
Sr whatever sound file you wish. Use the “Open...”
or “New” commands in the File menu to open
the file. If the target file is already open, you
can select it by using the Display menu.
1-27
Chapter 3. SoundWave Reference Edit menu
Clear
To eliminate a selected sound segment completely, you can
use the “Clear” command or press the Backspace key. The
contents of the Sound clipboard are unaffected by use of
“Clear” or Backspace.
Mix:
You can mix the sound on the Sound clipboard with one in a
Sound window. Mixing will blend the sounds together,
starting a at the insertion point and continuing for the _ 7
duration of the clipboard s¢ sound.
To mix one sound segment with another, follow the
instructions above to “Cut” or “Copy” a selected sound to the
Clipboard Amplitude: 60% Sound clipboard and select an insertion point with the
Selection cursor. Then, instead of pasting the clipboard
sound, choose “Mix...” from the Edit menu.
_ ————————____
Mid...
Amplitude of
"Glass bell":
An options window will appear with controls for adjusting
the amplitude of the sounds on the Sound clipboard and in
the sound file. You can change the amplitudes, if desired,
by scrolling the two amplitude bars. This allows you to
decrease the volume of one sound and make it a background
to the other. When you are done adjusting, click the “OK”
~ button to mix the sounds. The “mixed” segment of the
sound file will be highlighted.
4: 1 It is advisable to check immediately the effect
of mixing by clicking the Play Selection
pushbutton. Ifit is not satisfactory, you can
undo the mix by choosing “Undo” from the Edit menu.
CAUTION _ Ifyou do other edits immediately after mixing,
the “Undo” option may no longer be available.
If you are unable to use “Undo,” you may still
revert to the previously saved version of the
sound file by using “Close” in the File menu and electing not
to save recent changes.
1-28 Authorware, Inc.
Edit menu
If ee from two different sound files, the
two should be recorded at the same sampling rate;
otherwise, you can expect bizarre-sounding results from
mixing.
You can check the sampling rate used to record a sound file,
by activating one sound file window (using the Display
menu) and noting the sampling rate shown in the
Information bar.
Play Options...
(for “Glass bell”)
Volume
x] Play after each change
X] Play while scoping
Section 1. Sound
Activate the second sound file window and check its
sampling rate. If they're not the same, you will either have
to resample your sounds (using “Resample” from the Wave
menu) or re-record them using the same sampling rate for
each sound to be mixed.
Play Options...
The “Play Options...” command in the Edit menu allows
you to set four options for the playback of your sound.
Playback speed can be set to play
sound faster or slower than normal
(100%) by scrolling the Speed bar.
The selected speed is saved with your sound file. Note that
you can also control the playback speed in Authorware
Sound icons with the speed slot provided in its options
window (see “Options” in Chapter 1. Sound Icon).
oe You can set the volume control for
your sound by scrolling in the
Volume bar. This volume setting is
independent of the setting on your Macintosh Control Panel
so that you can have a low level for the Macintosh beep, and
a high one for your sound.
1-29
Chapter 3. SoundWave Reference
1-30
Edit menu
[xj Play aftereachchange = If “Play after each change” is
checked, sounds will be played _
immediately after each change you make to them. This is a
‘convenience so that you can assess the effects of each
change immediately without having to click a sound
playback button every time.
Xj Play while scoping If you check the “Play while
scoping” box, SoundWave will
play the sound that shows on the scope display (see
“Recording a sound” in Chapter 2. Using the digitizer). The
feature is convenient if your sound source is a radio or tape
recorder so that you can hear what input the scope is
receiving.
NOTE When two or more Sound windows are open, the
Sr settings chosen in “Play Options...” will affect
only the active Sound window, and they will be
saved with that window.
Studio Options...
Information specified in the “Studio Options...” window
affects the way sounds are played as instruments.
Select All
“Select All” selects the entire active sound.
Glass bell
Authorware, Inc.
Wave menu
Show Beginning
Glass bell
“Show Beginning” moves the Scroll box to the beginning of
the selected sound segment.
Show End
Glass bell
“Show End” moves the Scroll box to the end of the selected
sound segment.
e Wave menu
Wave
Filter...
Delay... The commands in the Wave menu enable you to achieve
snails special effects with your sounds by modifying the waveform.
Wauaree Most of them require a selection. That is, they are only
Silence active when you have selected a sound segment.
Smooth
Filter...
Resample...
Assume Rate You can modify your selected sound segment with
SoundWave’s digital filter by choosing “Filter...” from the
Wave menu. It looks like a graphic equalizer deed with
some stereo sound nd systems, and it works in
much the same way. Each slider is like a
volume control for the frequency band
listed below it. Each frequency band can
be amplified from 0% to 200%.
1833 3666 3667 When “Filter...” is first chosen for a
selected sound segment, each filter is in
the neutral position in the middle of its
vertical range of movement. When the slider for a
frequency range is in its neutral position, amplification for
its frequency range is the same as (i.e., 100% of) the value
Section 1. Sound 1-31
Chapter 3. SoundWave Reference Wave menu
at which it was recorded. Moving a slider upward increases
amplification of its associated frequency range, while
moving the slider downward decreases its amplification
(i.e., it filters out its associated frequency range). Each
slider can change effective amplification upward to as much
as 200% or downward to as little as zero.
——— ———_
ee —
In the example shown, the slider on the left is in its neutral
position and won’t alter the 0-1833 Hz frequency range.
The second slider will amplify the 1833-3666 Hz range by
150%. The third will eliminate the 3667-5500 Hz range by
setting its amplification to zero. The fourth will amplify the
5500-7333 Hz range by 200%. The fifth and sixth filters are
in the neutral position, and don’t affect the 7300-11000 Hz
frequencies.
Once you set the sliders to the desired levels, click “OK” to
filter the sound.
Filtering is a time-consuming process. It can take over a
minute to filter each 1000 bytes of sound selected. _
* The frequency settings for the filter are
NOTE : :
uC adjustable in case you need to control
Sr different frequency bands than the standard
ones used. To change the frequency
range of a slider, double-click the slider to
get a new options window.
Simply scroll the boxes for the upper and
lower end of the ranges and click “OK.” The
Set range of slider #1: Reset button is used to reset the slider to its
Highest: 1550 Hz original, default frequency range.
When you're done filtering, you can play
back your sound selection or open the
Spectrum window (“Spectrum...” in Display
menu) to see graphically the effects of your
filtering.
1-32 Authorware, Inc.
Wave menu
SSS scpectrun of Class be) SaaS Spectrum of “Glass bell” as modified by
Delay (msec.):
Kafe Ee
Final amplitude:
Section 1. Sound
85
“Filter” (Wave menu) using filter slider
positions as shown above. Compare to
unfiltered Spectrum of “Glass bell” under
“Spectrum windows’ earlier in this Section.
Delay...
You can delay a selected sound to create an echo effect and
other interesting effects which are best discovered by
experimentation. A delayed sound is mixed with itself
automatically after being delayed, according to your
specifications in the “Delay...” options window. To delay a
sound, choose “Delay...” from the Wave menu.
The delay time is the amount of time that passes between
the beginning of the original sound and the beginning of the
delayed sound. Set the delay time using the “Delay
(msec.):” scroll bar. “Delay amplitude:” adjusts the
amplification of the delayed sound, and “Final amplitude:”
adjusts the amplitude of the final mixed sound. Adjust both
of these using the appropriate scroll bars. When you are
ready, click “OK.” You should be able to see a change in
your sound segment’s waveform as a result of mixing with
the delayed sound. Check the effect by clicking the Play
Selection button.
Amplify...
You can adjust the amplitude of a selected sound segment
by choosing “Amplify...” from the Wave menu. Amplitude,
strictly speaking, is not the same as volume, but the effects
are similar. The “Amplify” options window provides
1-33
Chapter 3. SoundWave Reference
Amplification: 100%
@ Don't fade
© Fade in
© Fade out
Technically speaking,
amplitude is different
from volume. A change
in amplitude is a
change in the height of your sound’s
waveform. If you amplify beyond
SoundWave’s wave range limits,
“clipping” will occur, and you will lose
a portion of your sound and introduce
distortion. If you have overamplified
and have introduced clipping, “Undo”
(Edit menu) is unable to restore the
sound to its original state. (See
“Recording a sound” in Chapter 2.
Using the Digitizer for details on
clipping.)
CAUTION
1-34
Wave menu
controls for setting the level of amplification and indicating
your choice of how the amplification is to be applied.
A 100% amplification means that the sound will be played
back at 100% of the recorded level—the same as what is
now saved in your file. At less than 100%, the sound will be
quieter, and at more than 100%, it will be louder. Using the
scroll bar you can set the amplification to a value anywhere
from 1% to 400%.
The “Don’t fade” option amplifies the sound evenly.
“Fade in” begins with no amplification and ends with full
amplification.
“Fade out” begins with full amplification and ends with no
amplification.
To fade a sound into silence, select the segment to be
faded by placing the Selection cursor néar the end of the
sound and selecting to the end of the Sound file. Then
choose “Amplify...” from the Wave menu, set amplification
to 1%, and select the “Fade in” option. Click “OK” and play
the entire sound to check the effect. If necessary, you can
Undo the operation and repeat the procedure with a
selection that begins earlier or later than the one originally
chosen. Note that the fading of amplification is spread
evenly over the selection.
To fade in a sound from : silence, select the segment to be
faded by placing the Selection cursor at the beginning of the
sound and selecting the segment over which amplification is
to be applied. Then choose “Amplify...” from the Wave
menu, set amplification to 1%, and select the “Fade out”
option. Click “OK” and play the entire sound to check the
effect. If necessary, you can Undo the operation and repeat
the procedure with a selection that ends earlier or later
than the one originally chosen.
Authorware, Inc.
Section 1. Sound
Wave menu
Reverse
You can reverse the storage order of a selected sound
segment by choosing “Reverse” from the Wave menu. When
played, the reversed segment sounds as though the original
segment is being played backwards. If you reverse the
selection a second time, it will leave you with the original
sound.
Silence
You can add silence to your sound by selecting part of it and
choosing “Silence” from the Wave menu. Silencing a
selected segment replaces its waveform with a flat,
horizontal line. With “Silence” (as with all other Wave
commands), it’s good practice to listen to the selection (by
clicking the Play Selection button) to be certain you have
selected the desired segment before applying the command.
Smooth
You can mute a selection by averaging out sudden changes
in amplitude with the “Smooth” command. When you play
back your selection, you will notice a certain deadness of
tone.
Resample...
Sound is sampled during recording at one of four rates,
22,000, 11,000, 7,400, or 5,500 bytes per second. Higher
sampling rates sound better but require more computer
memory and occupy more disk space than lower rates. If
you need to decrease the size of a sound file while retaining
the full duration of recorded sound, you may be able to do so
by resampling at a lower rate.
“Resample...” from the Wave menu allows you to resample
at a rate lower than that originally used for recording,
never at a higher rate. Also, unlike most SoundWave
commands, resampling affects the entire sound file, not just
the selection.
1-35
Chapter 3. SoundWave Reference
1-36
Resample file at:
© 22.888
@ 11,000
© 7,400
© 5,500
samples per second.
Display
Spectrum...
Connect the Dots
Stack Windows
Tile Windows
“Whistle
Hello
Gust of wind
Glass bell
Display menu
“Resample...” is a one-way process! “Undo” does not
work with “Resample”! However, you can protect against
inadvertent loss of the original sound by using “Save” or
“Save as...” from the File menu prior to using “Resample...”
If you’re not pleased with the results of resampling, you can
easily revert to the saved version by using “Close” (File
menu) and not saving the changes.
To resample the sound in a file, choose “Resample...” from
the Wave menu. Depending on the rate at which your
sound is already recorded, some options in the options
window may not be available. Choose the rate at which you
want to resample your sound, and click “OK.” Your sound
will be irreversibly resampled.
Assume Rate...
Sound files not created with
SoundWave may be assumed
to be sampled at 22,000 bytes
per second. If the file is known
to be at a lower sampling rate,
you can tell SoundWave by
selecting the proper rate with
the “Assume Rate...”
command. This operation does
not change the actual contents
of the sound file, just the way they are interpreted.
Assume rate of:
@ 22,000
© 11,000
© 7,400
© 5,500
samples per second.
Display menu
The Display menu commands give you control over the
selection of windows to be displayed and the appearance of
the displayed waveforms.
Spectrum...
Spectrum windows show the amplitude of frequencies in a
series of 1K segments of sound. To create a Spectrum
window for the selected sound, use the “Spectrum...”
command and set parameters in its options window.
Authorware, Inc.
Spectrum...
Set range to display:
Highest: 10752Hz
L 1D)
[]3 dimensions
Display menu
Use the scroll bars to change the frequency range you want
to plot, and, if you like, click the “3 dimensions” box to show
changes in the spectrum over time. Click the “OK” button
to generate the Spectrum window.
Starting at the beginning of the selection, Spectrum breaks
the sound up into slices of 1024 bytes. After creating a new
Spectrum window, the frequencies of the first slice are
plotted with their relative amplitudes. If “3 dimensions” is
checked, the next slice is plotted offset from the one before
it, to show the frequencies over time. If there’s enough
sound, eight slices will be plotted. The start time of each
slice is shown in milliseconds.
Spectrum of Glass bell Ba_ASSS2S]SSaze
Section 1. Sound
Example of 2 dimension Spectrum
window. Compare with others earlier in
this chapter in which 3 dimensions had
been selected (see “Spectrum
windows’).
To return to the Sound window, close the Spectrum window
by clicking its close box or choosing “Close” from the File
menu.
Connect the Dots
If “Connect the Dots” in the Display menu is selected,
SoundWave will draw lines between amplitude values in
the Wave display. This can make it easier to detect
patterns in seemingly chaotic samples. Selecting the Pencil
cursor, or selecting “Connect the Dots” makes the Wave
display revert to the normal, dots-only display mode.
1-37
Chapter 3. SoundWave Reference Display menu
Display
Spectrum...
Connect the Dots
meena be AEs car ioe ee
Stack Windows
The same sound segment is shown in dots-only mode and in
connect-the-dots mode.
The “Stack Windows” command stacks all the open Sound
windows, one on top of the other, offsetting them slightly
Display from the upper left-hand corner of the screen.
Spectrum...
Connect the Dots
: Tile Windows
Stack Windows
Tile Windows
The “Tile Windows” command arranges all the open Sound
windows side by side on the screen.
NOTE The bottom part of the Display menu simply
Sr lists all of the open Sound and Spectrum
windows. If you choose one, that chosen window
will become active, and will be brought to the
front of the display.
1-38 Authorware, Inc.
Custom menu
e Custom menu
Custom
About Custom...
The Custom menu lets you use additional features that
Install snd have been added to SoundWave as Custom menu
Tone Generator commands. An example Custom item, a simple tone
generator, has been included with SoundWave and is
accessible with the “Tone Generator” command.
The Custom menu lets you add
new features to SoundWave.
See your manual for details.
Tone Generator
This utility will Length |-geas
generate up to four sine
waves of different
frequency and amplitude. ‘ave period amplitude
Length is entered in I
bytes. A value of 22255
produces one second of é
es
sound eae
| ares
ft
Period is entered in
bytes. Twenty-two bytes 4
gives a 1 kHz tone.
Amplitude should be
from 0 to 127.
Section 1. Sound 1-39
Chapter 3. SoundWave Reference
1-40 Authorware, Inc.
AUTHORWARE
Movie
Section 2. Movies
Chapter 1. Movie Icon
TA Capabilities
The Movie icon can present in rapid succession a series of
display images on the screen during application
presentation. The rapid updating from one image to the
next produces a movie-like effect, resembling the closely
timed projection of frames in a movie film. Movies used in
your applications might consist of a running horse, a
spinning ball, or a rotating needle on a gauge. Movies can
be shown at a stationary location or, under the control of an
Animation icon, can be moved across the screen in
relationship to other display objects. They can be shown
one time (i.e., at the point they are encountered in the flow
line) or repeatedly until a terminating condition becomes
true. Their playback parameters (Start and End Frame,
playback speed, playback direction) can be dynamically
controlled during presentation depending on the values of
user variables. PICS movie files, created using Macromind
Director can also be loaded and played in Authorware
applications using the Movie icon. The possibilities are
infinite.
Options
The Movies disk includes some sample movie files and a
PICS animation file that you can use to experiment with
movie capabilities. This chapter describes how to use
movies and the Movie icon in Authorware. Tools for
creating your own movies are introduced in Chapter 2,
illustrated with an example in Chapter 3, and described in
detail in Chapter 4.
The Movie icon will appear in the lower left-hand corner of
your screen, together with the Sound and Video icons.
Insert a Movie icon at the point in your flow line where you
want a movie to play, title it, and open it as you would any
other icon (see the Authorware Professional Reference
manual, Chapter 3. Designing Your Application for details
on placing, titling, and opening icons).
2-1
Chapter 2. Movie Icon
ces
ra
2-2
D Litebulb
CD Macintosh scroll
D Orbit
D PB Switch (no top)
D PB Switch (top)
D Piston (36 frames)
D Piston Movie
CD Robot zoom
Load which movie?
Options
Two windows will appear on the screen: In the “Load”
window, (i.e., the top-most one) you can select the movie file
containing the movie you want to be played. Open the
selected file (and load the chosen movie into your file) by
clicking “Open” or by double-clicking the file name. Doing
so closes the “Load” window, reveals the movie options
window beneath, and places the movie images on the
screen.
The movie options
window enables you to
specify the parameters of
movie playback. It is
similar in function to the
animation control
windows described in
Chapter 5. Icons of the
Authorware Professional
Reference manual.
As an aid for assuring
that you have selected the
correct movie file, the
loaded movie is played
back in the presentation
window adjacent to the
movie options window. In the event you have selected the
wrong movie, click the “Load” pushbutton to activate the
“Load” window again.
Running horse
Start Current End @ repeatedly
Frame Frame Frame O[ _] times
© until condition is TRUE:
Frames/second:
Smooth © only during animation
Layer; O L_] times/animation
Ltonewrent—}[
To position the movie
within the presentation
window, merely drag it
with the mouse. If
necessary, you can
reposition the movie
options window by
clicking in the title bar
and dragging.
Authorware, Inc.
Using a scene from your movie, Playback speed
Using a scene from your movie
When a movie is first loaded, the numbers of the first and
last frames in the movie file are shown in the Start Frame
and End Frame slots, respectively. If you wish, you can
select a scene (i.e., a sequence of contiguous frames) from
Pte feo near eee the full movie to be played with this particular Movie icon.
Frame Frame Frame To do so, enter one frame number in the Start Frame slot
and another in the End Frame slot.
Authorware will play back only the frames between those
two numbers. You can specify that the scene be played
backwards by entering the higher-numbered frame as the
the Start Frame and the lower-numbered one as the End
Frame. You can control scene composition and the direction
of play dynamically during presentation by entering
variables or expressions in the Start Frame and End Frame
slots.
Click the Step pushbutton to roll your movie a frame at a
time and choose the first and last frame for a scene. The
number in the Current Frame slot tells you what frame is
presently showing in the presentation window. You can
click Play (or press the Return or Enter keys) to display the
sequence of frames selected. The Stop pushbutton halts
playback until you restart it.
Frames/second: Ea Playback speed
The default playback speed is 30 frames per second. If you
want to speed up or slow down the playback of your movie,
click in the Frames/second slot and enter the desired speed
(or enter a variable or expression to control playback speed
dynamically during presentation). Authorware will play
back your movie at any rate from one frame per second on
up. However, if the setting is too high to display all frames
at the selected rate, Authorware will skip frames, as
necessary, so as to play the movie at the chosen speed.
XX] Smooth In order to play as fast as possible without skipping, click
the Smooth option.
Section 2. Movies 2-3
Chapter 2. Movie Icon
2-4
Y Transparent
Opaque
Inverse
Size and Appearance of playback image
: Using the Smooth option may result in the
NOTE : ; ;
cus movie playing at different speeds when
~ =) different types of computers are used for
application presentation.
Size of playback image
There are three pop-up menus in the lower left-hand corner
of the movie options window. The first of these is the Size
menu. Click on the menu, hold the button down to “pop up”
the choices, drag the pointer to your choice, and release to
select it. Your choices are to play the movie at the size at
which it was made (i.e., 1:1), twice that size (2x), or three
times that size (3x). The size of the playback image of a
PICS movie cannot be adjusted through Authorware
Professional’s movie options.
“-
we U
+
ae
Appearance of playback image
The second pop-up menu in the movie options window
controls the playback appearance of the movie in relation to
other objects on the screen. Open the menu (by clicking and
holding the mouse button) and select the appropriate
choice. Transparent allows other objects to show through
the movie’s frames. Opaque makes the movie’s frames
play back as if they were lying on top of any other images at
that position on the screen, thus covering them up. Opaque
movies require more disk space and memory than
transparent movies. Inverse turns pixels in the movie
frames white to black and black to white as necessary to
allow objects below to show through during playback.
Authorware, Inc.
Ol Backgrounds
“ Concurrent
Wait until done
Perpetual
Start Current
Frame Frame
Frames/second:
Section 2. Movies
End
Frame
Adding Color to Movies, Method of playback
Adding Color to Movies
Movies created with the Movie Editor can have color added
to them. Use the “Color...” command in the Edit menu
when the movie options are open in the development
system. Each Movie icon can have any single color applied
to its frames. The color is applied to the black portions of
the movie. Some adjustments may need to be made for
color interactions.
Method of playback
The third pop-up menu controls the way in which your
movie will be played back, vis-a-vis the other things that
are happening in your file. The choices are similar to those
in other animation features.
Concurrent allows your file to continue to run (i.e., to
process icons following the Movie icon in the file flow) while
the movie plays. Wait until done halts presentation of
other icons in your file until the movie is finished playing.
Perpetual causes the movie to respond immediately to
changes in values of variables in the movie’s playback
parameter slots. This enables you to control the movie’s
playback during file presentation.
For example, if the user variables named “begin” and “end”
are entered in the Start Frame and End Frame slots,
respectively, you can set their values in a calculation to
cause a particular scene in the movie to be played, or a “still
frame” to be shown. You can even reverse the direction of
playback by giving the “end” variable a lower frame number
than the “begin” variable. Similarly, you can control the
playback speed with a user variable, possibly one named
“rate”, in the Frames/second: slot. Increasing the value of
the variable will increase the playback speed.
2-5
Chapter 2. Movie Icon Layer
start end rate Effect
1 52 30 Play Frames 1 - 52 at 30 Frames Per Second (FPS)
1 20 15 Play Frames 1 - 20 (i.e., a scene) at 15 FPS
52 1 30 Play movie backwards
1 1 1 Play Frame 1 as a “still frame” at 1 FPS
If the pop-up menu selection is set to “Concurrent” or “Wait
until done,” the movie will play back in accordance with the
values of the parameter variables at the time the Movie icon
is encountered on the flow line. However, if the “Perpetual”
option is used, the movie playback will continue to respond
to subsequent changes in these parameters. The Perpetual
option gives you unique and powerful capabilities for
controlling the display of movies and animations.
Layer
If you are playing back several movies at once, with one
overlapping another, you may want to control which movie
should appear in front of or behind another. You can set
the layer at which you want your movie to play in the Layer
slot. Higher numbered layers will appear in front of lower
numbered layers. Layer controls only affect movies or
animated objects; movies always appear in front of
stationary displays. [The behavior of layered movies is
similar to that of layered animations (see “Layer” in
Chapter 5. Icons in the Authorware Professional reference
manual for details). ]
2-6 Authorware, Inc.
Play movie:
@ repeatedly
Ge a times
© until condition is TRUE:
© only during animation
oO (foe times/animation
Section 2. Movies
When and how many times to play a movie
When and how many times to play a movie
The five “Play movie:” options on the right-hand side of the
movie options window control the timing of movie playback.
Click the button that corresponds to your choice and, if
necessary, set the parameters in the slot provided. Each
choice has a different result according to these guidelines:
repeatedly: Plays the movie over and over again until
it is told to stop.
___ times: Plays the movie the specified number of
times. Click the second button, and enter in the
parameter slot the number of times you want the movie
to play when the Movie icon is encountered during
presentation. Using a variable or expression allows you
dynamic control over this parameter.
until condition is true: Plays the movie repeatedly
until the condition in the slot becomes true. Click the
third button to select this option and then enter the
condition that must become true before the movie will
stop.
only during animation: This choice will place the
first frame of the movie on the screen, but the movie
will only play when an Animation icon moves the movie
display or when the user drags the movie across the
screen. This option can be used for special effects such
as simulated walking, jumping, etc. by showing arm and
leg movements of a figure with a Movie icon while it is
being repositioned on the screen by an Animation icon
or dragged by the user.
___ times/animation: This option is similar to only
during animation, except that it limits the number of
times the movie will play during each repetition of the
animation.
2-7
Chapter 2. Movie Icon
rotation).
(ston) "ngewe
Start Current End © repeatedly
Frame Frame _ Frame O[ _| times
© until condition is TRUE:
Frames/second:
Smooth © only during animation
Layer; © [1_] times/animation
Ltoncurrent_}{[__|
Revolve moon
Drag display to extend the path
: tala
| Undo || Delete Po
Seconds Layer
Fixed Path
Wait until done
Repeat until
for ©Speed @Time
shorter “month.”
When and how many times to play a movie
For example, you could simulate the moon’s orbit about
the earth with a combination of a fixed path animation
(for the orbital path) and a movie (showing the moon’s
Note that with the “____ times/animation:” option
selected, Authorware adjusts
movie playback speed to
complete the indicated number
of plays during each animation
repetition regardless of the
value in the Frames/second
slot. Thus, for this example,
specifying that the animation
be completed in a shorter time
(e.g., 10 seconds) causes
Authorware to increase the
movie playback speed, as
necessary, to complete the
moon’s rotation during the
else
S9
a
When you have made choices for all options, you may want
to click Play (or press Return or Enter) to check the effects.
When you are ready, click “OK” to store settings for the
2-8
Authorware, Inc.
Making changes
current Movie icon.
Black Attou) 2 Making changes
St” Opa tone” ‘enn @ repeatedly To reopen the movie options
Frame Frame Frame 'e) [Fieal, aa] times window, double-click the Movie
© until condition is TRUE:
icon in your flow line (or the
' movie image while running the
dik Pee (aid aii file). You can then make
Osmooth only do oe a ; changes to the playback settings
Layer: © L____] times/animation | or to the movie file itself if it is
[| an Authorware Professional
movie file. PICS movie files
should be edited using the
application in which they were
created.
To change settings for playback of a particular movie or
scene, simply reopen the options window, then click, choose,
or enter the revised settings, and Authorware will store the
changes when you click “OK.”
To change movies for playback, open the movie options
window and click the Load pushbutton to reopen the “Load”
window. Select the movie file you want and double-click or
click Open to load it. The new movie will replace the
previous one, and the movie options window will reappear
Section 2. Movies 2-9
Chapter 2. Movie Icon Making changes
to allow you to reset the playback settings, if necessary.
To make editing changes to the currently loaded
movie, reopen the options window and click the “Edit”
pushbutton. You will be asked whether or not you wish to
complete a JumpOut from Authorware to the Movie Editor
application with the currently loaded movie file attached.
You can then make the desired changes with Movie Editor
(using features and tools described later in this manual).
When you have finished using Movie Editor, select “Quit” in
the File menu and you will be returned to Authorware at
the point from which you left. PICS movie files cannot be
edited using the Authorware Movie Editor. Use the
application in which they were created for editing PICS
«
Do you wish to save this file
and JumpOut to "Movie Editor"
right now?
Frame Editor
2-10 Authorware, Inc.
Chapter 2. Movie Editor
Overview
Introduction
The purpose of this chapter is to introduce terminology,
windows, and menu commands used in the Movie Editor
application. Their use is illustrated in Chapter 3 and more
fully described in Chapter 4.
e Frames
The basic building block for Authorware movies is the
frame. A frame is one picture of the many that comprise a
movie. Frames come in three sizes: 32 by 32, 48 by 48, and
64 by 64 pixels. Smaller frame sizes occupy less computer
memory and take up less disk space when saved in your file;
larger frame sizes allow you to create movies having larger,
more detailed images.
Windows
You will use five different windows
in Movie Editor. Three of them, the
Frame Display, the Frame Editor,
and the Animation window, will
appear on your screen when you first
start the program. The others, the
Sketchpad window and the Make-A-
Scene window, are activated with
the commands in the Tools menu.
Frame Editor
Animation window
Section 2. Movies 2-11
Chapter 3. Movie Editor Overview
2-12
Frames
Frame Display window
The window near the top of the screen is the Frame
Display. It displays a strip of frames from the movie file
you are editing and reference numbers for each frame. A
scroll bar is provided to allow you to move the window to
any part of the movie. To select a frame to work on,
simply click it with the mouse. Its frame number will be
highlighted, and its image will appear in the Frame Editor.
The title of the Frame Display window is the name of the
movie file you are currently editing.
Frame Editor window
At the bottom left of the screen is the Frame Editor. It
shows an enlarged image of the frame that is currently
selected. The Frame Editor tools allow you to edit the
image in the frame. Just click the desired tool and use it to
draw ovals, blacken areas, erase points, or whatever.
Animation window
While the Animation window is open, it displays a constant
animation of the frames you have created. If you make the
Animation window active (by clicking it or using the
“Animation window” command in the Tools menu), you can
drag it on the screen, resize it, or close it to turn off the
animation.
Sketchpad window
The Sketchpad window is activated by use of the
“Sketchpad window” command in the Tools menu. It
enables you to import bit-mapped graphics from the
Macintosh Scrapbook (such as MacPaint™ images), edit
them using the Sketchpad tools, and transfer a frame-sized
portion to the Frame Editor for inclusion in the movie.
Authorware, Inc.
Make-f-Scene
Menus
Make-A-Scene window
Ls] — The Make-A-Scene window is activated by use of
Direction | » | the “Make-A-Scene window” command in the
New movie...
Open movie... #0
Close
Save
Save as...
Revert to saved...
Import movie...
Insert a frame #U
Delete a frame #U
Section 2. Movies
Tools menu. It allows you to quickly modify the
playback shown in the Animation window. The
Make-A-Scene window provides options for
changing the start frame and end frame, the
playback speed (in increments of a sixtieth of a second) and
the direction of playback.
Menus
File menu
The File menu controls the opening, closing, and saving of
files. Most commands are similar in function to their
counterparts in other Macintosh applications, but there are
some which may be unfamiliar:
The “Revert to saved...” command nullifies changes made to
the current movie file since the last time it was saved. The
previously saved version of the file is reopened.
“Import movie...” enables you to open an existing movie file
and add all the frames in that file to the end of the current
movie or at any selected frame in the current movie.
Edit menu
The Edit menu commands allow you to copy, move, change,
or delete images.
Generally speaking, the Edit commands have the same
function in Movie Editor as they do in Authorware and
other Macintosh applications.
There are also several commands in the Edit menu that
may not be familiar to you.
The “Paste add” command pastes the copied image
transparently on top of the existing image instead of
replacing the image completely.
2-13
Chapter 3. Movie Editor Overview
2-14
Animate
Fastest
Faster
Slower
Reverse direction
Set start frame
Set end frame
Play all frames
Flip vertically
Flip horizontally
Rotate 90°
Invert
Sketchpad window
Animation window
Make-fA-Scene window
Effects
Menus
“Paste subtract” subtracts the “pasted image” from the
existing image into which it is pasted. Wherever there is
black in the pasted image, white is pasted into the existing
image, and vice versa.
When you choose “Insert a frame,” the currently selected
frame and all frames to the right of it are moved one frame
to the right.
“Delete a frame” removes the currently selected frame from
the movie.
See “Movie Editor menus” in Chapter 4, Movie Editor
Reference for more details on the use of these and other
menu commands.
Animate menu
You can control the playback of an animation with the
commands in the Animate menu. They enable you to
control the speed, direction, and range of animation.
Tools menu
The Tools menu commands affect the entire image in the
selected frame and are used in conjunction with the tools
provided in the Frame Editor. Three commands in this
menu also allow you to open the tools that are defined as
windows.
Effects menu
The Effects menu commands enable you to produce special
effects for your movie images. The commands alter images
inside the “Sketchpad” window’s select box, so you must
have the Sketchpad visible in order to use this menu.
Authorware, Inc.
Chapter 3. Movie Editor
Example
Introduction
The purpose of thischapter is to demonstrate some of the
features of the Movie Editor and to familiarize you with its
basic operation through the use of a simple example.
In this example, you are asked to start up the Movie Editor
application with the movie file called “triangle and square,”
modify that movie, and then save the changed movie file to
a disk. The movie file “triangle and square” is included in
the small library of movies on the Movies disk. It contains
a simple sequence of frames showing a small square moving
across the screen in front of a large triangle. Your task is to
modify the movie so the square will move behind the
triangle rather than in front of it.
e Installing and starting the program
The 3.5-inch Movies disk contains the Movie Editor and
some sample movie files. As permitted by the License
Agreement for Authorware: 1) If you have a hard disk, copy
the Movie Editor application and the folder of sample movie
files to it and set the original disk aside for safekeeping, or
2) If you have a Macintosh with two 800K floppy drives,
make a working copy of the Movies disk and store the
original.
=> Advanced Animation =
When you have completed installation, start your
Macintosh and double-click the Movie Files folder icon to
Movie Editor Movie Files See it.
Movie Files
Find the
“triangle and
square” Movie
icon in the
window and open
it by double-
clicking. Doing so will open the Movie Editor application
with the movie file “triangle and square” attached. The
screen should then appear with the Frame Display, the
Frame Editor, and Animation window displayed.
System Folder
Section 2. Movies 2-15
Chapter 4. Movie Editor Example Selecting frames in the Frame Display
File Edit Animate Tools Effects The Frame Display shows some of
Triangle and square the frames in the “triangle and
square” movie file. You will use the
Frame Display to scroll through the
movie file and select the frames you
| »~= Cee are going to change. As indicated by
| | the highlighted frame number in the
_ illustration, Frame 1 of the movie is
already selected when you open the
file.
You will use the Frame Editor to
change or edit selected frames in the
movie. It should currently be
showing the image in Frame 1 (i.e.,
the selected frame).
The Animation window continuously runs the sequence of
frames. In the movie “triangle and square,” you should see
a small square passing in front of a larger triangle. Your
task in this tutorial is to change the movie so that the
square moves behind the triangle instead of in front of it.
e Selecting frames in the Frame Display
In order to modify this movie so that the square moves
behind the triangle, you need to change only those frames
in which portions of the square are currently in front of the
triangle. The other frames do not need to be changed. As
you examine the Frame Display, you will see that the
square doesn’t even touch the triangle until Frame 9.
) Move the pointer to Frame 9 in the Frame Display and
click once. This selects Frame 9. Now look in the
Frame Editor window. It should be displaying the
image of Frame 9. You can see that the square is
touching the triangle but not yet in front of it, so the
image does not have to be changed.
2-16 Authorware, Inc.
Changing a frame image
4) Now click on Frame 10 in the Frame Display and look
at the image in the Frame Editor. The square is moved
to the left one pixel, but the image still does not have to
be changed.
4) Now click on Frame 11 and check the Frame Editor. As
you can see, one corner of the square is now covering
the triangle. This image needs to be changed.
e Changing a frame image
To change the image of Frame 11, you will use the pencil
tool in the Frame Editor.
ile Edit Animate Tools iffects 1) Move the pointer to the pencil
Triangle and square tool icon in the tool palette on
the left side of the Frame Editor.
Pa] 2] 3|]4)]s5|]6|]7|] 8s] 9/10 Me 12 Click once. When you move the
| 2s. pointer into the image area of the
———— Frame Editor, the pointer will
turn to a pencil. You can use the
pencil to turn black pixels white
and white pixels black simply by
clicking on them.
(1 Move the pencil to the pixel of the
square that is inside the triangle
and click on it to turn it white.
The change you made in the Frame Editor is shown
immediately in the Frame Display. You will see the
change in Frame 11. Then, look carefully at the
animation. The small change you made is also visible
just as the square hits the triangle in the animation
window.
1) Now select Frame 12 in the Frame Display, and change
that frame, again using the pencil in the Frame Editor.
This time you will also have to fix the side of the
triangle.
Section 2. Movies 2-17
Chapter 4. Movie Editor Example
2-18
Saving the animation
To change Frame 138, you will have to reposition the movie
in the Frame Display so you can see Frame 13. To do this,
simply click a few times on the arrow at the right-hand end
of the scroll bar at the bottom of the window. Then, click on
Frame 13 and make the necessary changes in the Frame
Editor.
Continue in this manner until all the necessary frame
changes are made. By the time you are finished, the
Animation window should show the square moving invisibly
behind the triangle.
Saving the movie
You will want to save your movie so that you can retrieve it
later for further editing or for playback with Authorware.
The “Save as...” option will allow you to save the movie you
just changed under a new name (other than “triangle and
square”).
() Move the pointer to the File menu and select the “Save
as...” command. The “Save as...” options window will
appear on your screen.
Type in a name for your movie, perhaps something like
“hidden square,” then click the Save pushbutton. The
Movie Editor will now save the new movie with the file
name you entered.
G Movie Files
is Hirplane fi
iy Hal ibouree}
is Ball tsp
is Bex cover
i) Buftten-biack
i} Buttan-grey
Save this movie as:
Hidden square
Authorware, Inc.
Exiting the program
e Exiting the program
To exit the program, simply choose “Quit” from the File
menu. The program will stop, and the Macintosh desktop
display will appear on your screen.
If you like, you can now open Authorware, add a Movie icon
to your flow line, and load the movie file “hidden square”
using the procedures described above in Section 1. Movie
Icon.
Congratulations! You have just created your first movie.
We hope you enjoy exploring the many other tools provided
by Movie Editor (described in Chapter 4. Movie Editor
Reference.)
NOTE If you have accessed Movie Editor from Authorware |
cu clicking the Edit movie
Sa pushbutton from a Movie icon options window
(as described above in Chapter 1. Movie Icon),
choosing “Quit” from the File menu returns
you to Authorware rather than the desktop.
Section 2. Movies 2-19
Chapter 4. Movie Editor Example
2-20 Authorware, Inc.
Chapter 4. Movie Editor
Reference
Introduction
This Section provides a more detailed description of Movie
Editor features and controls.
e Movie Editor windows
Frame Display
The Frame Display window displays consecutive frames
from the current movie. It is used to scroll through the
frames and to select individual frames for editing.
The Frame Display is sized according to the size of the
frame chosen for the movie file at the time it was created
(see “File menu” later in this Section for details on choosing
frame size).
SAIxGoe a Y)])))SdJJ)J}J}]}]}]}!,: putton-black
orisie
48 x 48
64 x 64
Section 2. Movies 2-21
Chapter 5. Movie Editor Reference
2-22
Frame Editor
The frames are displayed in their “true” size, meaning that
the window is taller for 64 by 64 pixel frames than for 32 by
32 pixel frames. You can also change the size of the window
to show fewer or more frames at a time.
Each frame in a movie is numbered, starting with one, and
going through the maximum number that will fit into the
memory of your Macintosh. The number of each frame is
displayed immediately below the image of the frame and is
highlighted when the frame is selected. You can select a
frame by clicking the mouse within the image of the frame.
The selected frame is displayed in the Frame Editor
window. Ifa frame has never been selected, its image is
shown as grey. All the frames in a new movie file are
initially grey.
The horizontal scroll bar allows you to scroll the window to
different portions of the movie file. Clicking on the arrows
advances the film one frame in the indicated direction.
Clicking in the scroll bar on either side of the scroll box
advances the window one half of the number of frames
currently displayed. The scroll box itself can also be
dragged to any position in the scroll bar.
The movie's file name is displayed as the name of the
Frame Display window. The word “untitled” will appear if
the movie is new and has never been saved.
Frame Editor
The Frame Editor allows you to create or change the image
in a frame. The Frame Editor always references the
currently-selected frame in the Frame Display
window, and all changes to the image in the Frame Editor
appear immediately in the referenced frame in the Frame
Display. When a movie file is first opened, the Frame
Editor will reference the first frame in the file (i.e., Frame 1
is selected automatically).
Authorware, Inc.
Changing the Frame Editor image
File _Edit_Animate Tools Este: The Frame Editor is a permanent window; its size can’t be
changed and it can’t be made to go away, although it can be
moved anywhere on the screen. As long as a movie file is
open, the Frame Editor, with its companion window the
Frame Display, will be present on the screen.
Changing the Frame Editor image
There are four ways you can change the image in the Frame
Editor:
1. You can copy the image from one frame to another.
To do this, select the frame you want to copy and either
“Cut” or “Copy” it using commands in the Edit menu.
Then select the frame to which you want to paste the
image and choose “Paste” from the Edit menu. The
pasted image will appear in the selected frame and in
the Frame Editor.
2. You can modify the image directly by using the
tools supplied in the palette along the left side of the
Frame Editor window. These tools allow you to turn
image pixels on and off, shift the image, erase pixels,
and draw shapes. See “Frame Editor tools” later in this
Section for details.
3. You can use one of the tools in the Tools menu.
These tools affect the entire image for the selected
frame, including flipping the image either horizontally
or vertically, rotating the image 90 degrees, or inversing
it (i.e., changing white pixels to black and vice versa).
See “Tools menu” later in this Section for details.
Section 2. Movies 2-23
Chapter 5. Movie Editor Reference
2-24
Frame Editor tools
4. You can also change the image by using the
Sketchpad in one of two ways:
a) You can take a snapshot from the Sketchpad. This
is done by selecting a portion of the Sketchpad
image with the select box, and clicking on the
camera tool. The snapshot will appear in the Frame
Editor and the selected frame in the Frame Display.
b) The entire frame image can be copied and pasted to
the Sketchpad, where it can be resized, distorted,
skewed, or otherwise changed and returned to the
Frame Editor. (See “Sketchpad” later in this
Section for details.)
Frame Editor tools
A helpful set of tools is provided in the palette on the left
side of the Frame Editor. The tools are very similar to
those in MacPaint. Clicking on a tool’s icon selects it and
changes the pointer to a symbol for that tool. Note that all
changes made to the image in the Frame Editor are
immediately reflected in both the Frame Display window
and the Animation window.
The hand tool is used to reposition the image in the
Frame Display. Click on the hand to activate this
tool. Move the hand into the image area and hold
down the mouse button. As you move the mouse, the image
shifts in the direction of motion. An outline of the initial
position of the image is preserved in the background grid as
a reference to show how far you’ve moved the image. When
you release the button, the image will lock into place. The
parts of the image that have gone off the edge of the frame
are trimmed and cannot be retrieved.
f The pencil is used to turn pixels in the image on and
off. Click on the pencil icon to change the cursor to a
pencil, then move the tip of the pencil to a pixel and
click. If the pixel had been black, it becomes white; if white,
it turns black. If the mouse button is held down, the pencil
activates all the pixels in its path.
Authorware, Inc.
Section 2. Movies
Frame Editor tools
Clicking on the grid tool will toggle the background
grid between white and black. This is useful for
editing frames having a black background. The grid
tool doesn’t change the pointer; it merely changes the
display.
The eraser is used to quickly and easily turn black
pixels white. Simply move the eraser over the pixels
you want to erase while holding down the mouse
button. If you double-click on the eraser tool, all the pixels
in the image are erased.
squares. Place the pointer at one corner of the
planned rectangle, press and hold the mouse button,
and drag the pointer to the opposite corner. The rectangle
will be drawn as the pointer is moved.
El The rectangle tool is used to draw rectangles and
works in the same fashion as the rectangle tool,
except that it draws ovals rather than rectangles.
se The line tool is used to draw straight lines. Move
the pointer to the beginning point of the planned
line, hold down the mouse button, and drag the
pointer to the line’s ending point. You'll see the line drawn
as you move the mouse.
2 The paint can tool allows you to fill areas with
black. Click on the paint can icon and move the
pointer to a white pixel in the area that you want to
blacken. Click the mouse button. The area that is bounded
by black pixels or the edges of the frame will be filled with
black.
}o| The oval tool is used to draw ovals and circles. It
2-25
Chapter 5. Movie Editor Reference
2CJ= Animation Window =
2-26
Animation window
Animation window
You can monitor your movie in the Animation window. It
displays a continuously running animation of the current
movie and enables you to see instantly the effects of the
changes you make on the movie you are creating.
Activating the window
You make the Animation window active (by clicking it
or using the “Animation window” command in the
Tools menu).
Turning off the movie
To close the Animation window and turn off the movie,
make it the active window and click in its close box.
Resizing
The Animation window can be made almost any size,
from smaller than a frame to almost as large as the
screen. To change the size, simply drag the resizing box
at the the lower right-hand corner of the window. To
make the animated image square, hold down the Option
key while resizing the window. When you release the
button, the window will be sized to the largest size that
will fit with a square picture. To make the picture
exactly the same size as a frame, hold down the Shift
key while resizing. When the button is released, the
window’s size will jump to the size of a frame in the
Frame Display. To make the image size a multiple of a
frame, hold down both the Option and Shift keys while
resizing. '
Authorware, Inc.
Controlling animations in the Animation window
Controlling animations in the Animation window
Each movie (or scene within a movie) has a start frame and
an end frame for animation in the Animation window. To
set the start frame, select the frame in the Frame Display
at which you want to start animating, and select “Set start
frame” from the Animate menu. To set the end frame,
simply click the frame in the Frame Display at which you
want to end animation, and select “Set end frame” from the
Animate menu. The “Play all frames” command will set
the start and end points to the first and last frames in the
movie file. Note that when the animation runs past the end
frame, it automatically starts again with the start frame.
When playing movies, the speed of animation is controlled
through the use of the commands “Fastest,” “Faster,” and
“Slower” in the Animate menu. Animation speed is
relative to many factors, especially the size of the
Animation window. The movie will run faster as the
window is made smaller. Animation will run most quickly
if the window is resized with the Option key pressed,
because the program will not have to resize and scale the
image while it is animating. It will also run faster when it
is resized to a multiple of the frame size. This is
accomplished by holding down both the Shift and the
Option keys while resizing.
The direction of animation can be changed by selecting
“Reverse direction” from the Animate menu.
NOTE All of these animation parameters can also be
Neh set from the Make-A-Scene window (see “Make-
A-Scene window” later in this Section).
Section 2. Movies 2-27
Chapter 5. Movie Editor Reference
2-28
Sketchpad window, Ways to use the Sketchpad
Sketchpad window
The Sketchpad provides powerful tools for creating,
importing, and manipulating images that can be copied to
the Frame Editor and inserted in the movie. To activate the
Sketchpad, choose “Sketchpad window” from the Tools
menu.
Ways to use Sketchpad
The Sketchpad can be used in three basic ways:
Li
The Sketchpad can be used simply for drawing.
The Sketchpad is more finely grained than the
frame editor, allowing you to draw more naturally.
Some basic tools are included in the Sketchpad’s
tool palette to assist you (see “Sketchpad tools” later
in this Section for details). These tools are
sufficient for many purposes, but if you need more
sophisticated ones, you can use MacPaint (or
another program for creating bit-mapped images)
and paste them into the Sketchpad window.
The Sketchpad can be used as an interface to the
rest of the Macintosh environment. In
particular, images created in programs such as
MacPaint can be copied into the Sketchpad. To do
this, first paste your image from MacPaint to the
Scrapbook. Then, start Movie Editor, open the
Scrapbook, select the image you want and copy it by
choosing “Copy” from the Edit menu. Next, select
the Sketchpad window, and paste the copied image
into it (choose “Paste” in the Edit menu). If the
image is too large to fit in the Sketchpad, you'll be
asked if you want to trim the image or shrink it to
fit.
Authorware, Inc.
Section 2. Movies
Moving images to the Frame Editor, Sketchpad tools
3. The Sketchpad can also be used to change images
already in frames. This is done by copying a
frame image into the Sketchpad (or into the select
box), distorting or changing the image using the
Effects menu or the Sketchpad tools, and then
snapshooting it back into the frame with the camera
tool. This procedure is described in the following
section.
Moving Images to the Frame Editor
You can move images from the Sketchpad to the Frame
Editor in two ways:
1) Use the camera tool to take a snapshot of the entire
Sketchpad or a portion enclosed within the select
box (see “Sketchpad tools” below for details on use of
the select box and camera tools).
2) Copy the Sketchpad image to the Clipboard and
paste it to the Frame Editor by using “Copy” and
“Paste” in the Edit menu.
Sketchpad tools
Several tools are provided with the Sketchpad. They
are located in the palette on the left side of the
Sketchpad window.
The select box enables you to select a portion
a of the Sketchpad window. It targets a chosen
command to the image inside of the box. For
example, if you choose “Cut” from the Edit menu when
the select box is activated, the image within the select
box will be cut (i.e., removed from the Sketchpad
window and placed on the Clipboard).
To activate the select box, simply click once on the select
box tool icon. A dashed line box will appear in the
window. You can use the mouse to drag the select box
anywhere in the Sketchpad.
2-29
Chapter 5. Movie Editor Reference
@ File Edit Animate Tools Effects
2-30
Sketchpad tools
You can change the size of the
select box by double-clicking the
select box tool. The pointer will
change to a crosshair shape that can
be used to drag the sides of the select
box to make it larger or smaller. If
the select box is made larger than the
movie file’s frame size, the image
within it will be shrunk to fit into the
currently-selected frame when the
camera tool is used. If you hold down
the Shift key while resizing, the
select box will revert to the size of the
frame in the frame display.
from the Sketchpad into the Frame Editor. To
take a snapshot, simply click on the camera tool.
If the select box is not active, the entire contents of the
Sketchpad will be copied into the Frame Editor. Ifthe
select box is active, only the portion inside the select box
will be copied. Using the camera to take snapshots is
similar to copying from the Sketchpad and pasting into
the Frame Editor.
EJ The camera tool enables you to take snapshots
NOTE An image can be pasted into the Sketchpad
<u from the Macintosh Clipboard. If the image
Sr is larger than the Sketchpad, you’re asked
whether to shrink it to fit or trim the excess.
The select box can then be positioned over a portion of
the Sketchpad display to prepare the camera tool to
copy the selected image to the frame editor. The Frame
Editor tools (in conjunction with the “Copy” and “Paste”
commands in the Edit menu) can then be used to create
a sequence of frames in the Frame Display for
animation.
Authorware, Inc.
Section 2. Movies
Sketchpad tools
The eraser tool is used to easily erase portions
of the Sketchpad. Click once on the tool to turn
the pointer into a box. When you press the
mouse button, the pixels beneath the box are erased.
The eraser can be dragged to clear larger areas.
Double-clicking the eraser tool erases the entire
Sketchpad.
P The pencil tool is used to create freehand
drawings. Click the pencil in the tool palette to
change the pointer into a pencil. To start
drawing, just press down on the mouse button and drag
the pencil across the Sketchpad.
The rectangle tool is used to draw rectangles
or squares. Place the pointer on one corner of
the planned rectangle, press and hold the mouse
button, and move the mouse to the opposite corner. The
rectangle will be drawn as the mouse is moved.
The oval tool is used to draw ovals and circles.
It works in the same fashion as the rectangle
tool, except that it draws ovals instead of
rectangles.
The line tool is used to draw straight lines.
Move the pointer to the beginning of the
planned line, hold down the mouse button, and
to the end of the line. You'll see the line drawn as you
move the mouse.
2-31
Chapter 5. Movie Editor Reference Make-A-Scene window, Movie Editor menus, File menu
Make-A-Scene window
Make-A- Scene SSS! _—s The Make-A-Scene window contains controls that
[eo] BLEE allow you to change the start frame and end frame,
the playback speed, and the playback direction.
Bienetee i Although all of these features can also be set using
selections in the Animate menu, the controls
provided here are often faster to use. Open the
Make-A-Scene window by choosing “Make-A-Scene
window” in the Tools menu.
The start frame and end frame of the animation playback
are shown both by their image and their frame number.
Use the scroll bars to change the start and end frames.
The speed scroll bar can be used to set playback speed.
Each increment represents one sixtieth of a second
difference in the time between playback of adjacent frames.
The smallest value, “0,” means that the animation will run
as fast as possible with minimal delay between frames. The
largest value, “60” sets the playback to run very slowly at
one frame per second.
The direction of playback can be toggled between two
positions: forward and backward. You can change direction
by clicking on the button.
e Movie Editor menus
File menu
New movie...
0 ie... 380 :
ie gemaids The File menu controls the opening, closing, and saving of
Save files. Because it uses standard Macintosh file handling
Save as...
Revert to saved...
routines, the option windows you see will appear similar to
those in other applications.
Import movie... The “New movie...,” “Open...,” “Save,” “Save as...,” and
“Quit” commands in the File menu work similar to those in
Authorware and most other Macintosh
applications. If you don’t know how to use them,
refer to your Macintosh manual or the Authorware
Reference manual.
Select the frame size for the new movie:
@ 32 by 32 pixels
© 64 by 64 pixels
2-32 Authorware, Inc.
Edit menu
The “Revert to saved” command nullifies changes to
Changes you have made to your movie th t al . thedaset t
A since you last saved it will be lost if e current movie file since e last ime 1l was
you revert to the saved version. saved. The saved file is reopened. This command is
a shortcut for quitting without saving changes and
opening the old file.
ivifate ctloula *bai tocunte)” be pastediia “Import movie...” enables you to open an existing
the current movie? movie file and add all the frames in that file to the
At the currently-selected frame. end of the current movie or beginning at the selected
(Frames will be replaced starting frame of the current movie
at frame #1.) :
# ° . A
ayyor yan tant treme (714): If the frame sizes are different, the frames read in
from the imported file will be scaled to fit into the
frame size used in the current movie. The “Import
movie...” command is useful for building movies a
scene at a time, and then assembling them in sequence.
Edit menu
The Edit menu commands allow you to copy, move, change,
or delete images.
Generally speaking, the Edit commands have the same
function in Movie Editor as they do in Authorware and
other Macintosh applications.
Insert a frame 3#U
Delete a frame X#U
When active, the “Undo” command allows you to undo the
last operation you performed. For example, if you
accidentally delete an image that you want to keep, “Undo”
will bring it back. (Note: “Undo” is not active in the
Sketchpad.)
To “Cut” or “Copy” frames or images, select the items to cut
or copy and choose the appropriate command. Choose
“Paste” to place the cut or copied image into the current
selection. Movie Editor will scale the image to fit as
necessary. The “Clear” command erases the selected image,
but doesn’t copy it to the Clipboard.
There are also several commands in the Edit menu that
may not be familiar to you.
Section 2. Movies 2-33
Chapter 5. Movie Editor Reference
Filling collector
Frame Editor
Copy to the
clipboard
@
31
Select frame
and use
“Paste
subtract”
2-34
Edit menu
The “Paste add” command pastes the copied image
transparently on top of the existing image instead of
replacing the image completely.
The “Paste subtract” command removes the pasted image
from the existing image instead of replacing the image
completely. In other words, wherever there is black in the
copied image, white is pasted into it, and vice versa.
In the example shown, a movie sequence
simulates the filling of a distillation
collector with a dark-colored distillate.
As the level of liquid rises in the flask, it
gradually covers the area at the left
which simulates reflected light. The
obscured “reflection” can be restored by
turning the reflection’s pixels white. One approach to this
would be to isolate the reflection (by erasing away all other
pixels in the image of the empty flask) and using the “Paste
subtract” command. Note that this method works well for
those frames for which the reflection is already covered, but
other methods (e.g., use of the pencil tool) might be
necessary for the frames in which the reflection is only
partially covered.
The “Insert a frame” command is active only in the Frame
Display. When you choose “Insert a frame,” the currently-
selected frame and all frames to the right of it are moved
one frame to the right. The frame that had been selected
becomes blank. This command is a useful tool for adding
frames between existing frames in order to add detail or
refine movement of objects.
“Delete a frame” removes the currently-selected frame from
the movie. All frames following the one deleted are moved
one number to the left, and a blank frame is placed at the
end of the movie.
Authorware, Inc.
Section 2. Movies
Animate
Fastest
Faster
Slower
Reverse direction
Set start frame
Set end frame
Play all frames
Animate menu
Animate menu
You can control the playback of an animation with the
commands in the Animate menu. The commands enable
you to control the speed, direction, and range of animation.
To change the speed of the animation playback,
simply choose one of the first three commands in the
menu—“Fastest,” “Faster,” or “Slower.” The “Fastest”
command causes the animation of the current movie to run
as fast as possible by minimizing the delay between
playback of adjacent frames. “Faster” sets the animation of
the current movie to run faster (unless it is already running
at the fastest possible speed). The “Faster” command can
be selected more than once to gradually speed up the
animation. Each time it is selected, it speeds up the
animation one sixtieth of a second per frame by reducing
the delay between frames. “Slower” is the complement to
the “Faster” command. It slows down the animation one
sixtieth of a second per frame by increasing the delay
between frames.
To change the range of playback, you can use the “Set
start frame” and “Set end frame” commands. Simply select
the frame you wish to be first or last in the playback, and
choose the appropriate command. If you're creating a new
movie and have opened the next grey frame, “Set end
frame” is automatically applied to that frame. The “Play all
frames” command sets the first and last frames for movie
animation to the first and the last frames in the movie file.
You can play a movie in the opposite direction by choosing
“Reverse direction” in the Animate menu. You can choose
it again to return to the original direction.
Each of these playback parameters can also be set using the
Make-A-Scene window. See “Make-A-Scene window” earlier
in this Section for details.
2-35
Chapter 5. Movie Editor Reference
Flip vertically
Flip horizontally
Rotate 90°
Invert
Sketchpad window
Animation window
Make-fA-Scene window
Crocodile
Tools menu
Tools menu
The Tools menu commands affect the entire image in the
selected frame. They work in conjunction with the tools
provided in the Frame Editor. Three commands in this
menu also allow you to open the tools that are defined as
windows: the “Animation window,” “Sketchpad window,”
and “Make-A-Scene window.”
The “Flip vertically” command flips
the image in the selected frame
vertically, making the top of the
image the bottom and vice versa.
The “Flip horizontally” command
Flip vertically Inverse flips the image horizontally, making
the left side of the image the right and
Flip horizontally — — Rotate 90° vice versa.
2-36
“Rotate 90°” turns the image in the selected frame 90
degrees clockwise.
“Inverse” changes all black pixels in the selected frame to
white, and all white pixels to black.
Use these commands for access to other features of the
Movie Editor:
“Sketchpad window” opens the Sketchpad window. If it’s
already open, it will become the selected window. (See
“Sketchpad window” earlier in this Section for details).
“Animation window” opens the Animation window. If it’s
already open, it will become the selected window. (See
“Animation window” earlier in this Section.)
The “Make-A-Scene window” command opens the Make-A-
Scene window. If it’s already open, it will become the
selected window. (See “Make-A-Scene window” earlier in
this Section)
Authorware, Inc.
Effects
Select the
image you
want to
skew...
Select
“Skew” from
the Effects
menu...
Click the
mouse
button, hold,
drag...
and release.
The image will
skew
according to
the direction
you selected.
Section 2. Movies
Effects menu
Effects menu
The Effects menu commands enable you to produce special
effects for your movie images. The commands alter images
inside the “Sketchpad” window’s select box, so you must
have the Sketchpad visible to use this menu.
When you select “Skew,” handles appear on the four
corners of the current select box. You can select and drag
any one of these four corners to change the shape of the box.
The corner opposite the selected corner remains stationary.
The other two corners will move in such a way that the
select box remains a parallelogram (i.e., opposite sides
remain parallel to each other). When the mouse button is
released, the image that had been in the original select box
is mapped into the skewed select box.
Use of “Skew” in the Effects menu adds handles to the
select box. Dragging one handle momentarily reshapes the
select box to a parallelogram (Bob... can you draw a skewed
box with handles? and pointer shown at one handle Can’t
capture a screen in the skewed position)
Releasing the mouse button maps the image in the original
select box into the skewed box to produce a skewed image
Any operation other than selecting a corner of the select box
will cancel the “Skew” operation.
The “Distort” command functions in the same way as
“Skew,” but has a different effect. When a corner is grabbed
and moved, only that corner moves. When the mouse
button is released, the image that was in the original select
box is mapped into the distorted select box.
Again, any operation other than selecting a handle of the
select box will cancel the “Distort” operation.
2-37
Chapter 5. Movie Editor Reference An integrated example
e An integrated example
An example may be useful to illustrate the overall
procedure for creating a movie with Movie Editor and
integrating it into a segment of your application. The intent
of the example is to begin with a static bit-mapped image
(in this case, a stylized crocodile), to create a sequence of
variations of it using Movie Editor features, and use the
result with a Movie icon in Authorware.
Discrete steps in the procedure are described and
illustrated.
1. Select the initial bit-mapped image and paste it to the
Macintosh Scrapbook.
Seas Wicks Five fan tec aes ais 2. Open Movie Editor by double-clicking its icon
from the Macintosh desktop display. Close the
© 32 by 32 pixels « ; > : A A
© 48 by 48 pixels empty, “untitled” movie file (because, in this
@ 64 by 64 pixels case, its frame size is too small) and use the
“New movie...” command in the File menu to
create a new movie file. Choose the frame size
you need (in this case, 64 by 64 pixels).
3. Open the Sketchpad using the “Sketchpad window”
command in the Tools menu. Click the select box tool
icon. It will open in the Sketchpad window and will be
the same size as the frames in the movie file.
4. Copy the bit-mapped graphic (i.e, the crocodile) from the
Scrapbook to the Clipboard and paste it in the
Sketchpad. Because it is too large to fit, you'll be asked
whether to shrink it or trim the excess.
2-38 Authorware, Inc.
An integrated example
Sketchad S=S_ In this case, we choose to trim
off the tail.
5. Click the camera tool icon in
the Sketchpad tool palette to
The image you are pasting is too large to fit ad the selected frame-sized
A in the SketchPad. What do you want to do? portion from the Sketchpad to
the Frame Editor.
.
sneing tmoge to Mares 6. Use the Frame Editor tools
(and, perhaps, those in the
Tools menu) to modify the
image to be included in Frame 1, if necessary. Then
copy the Frame 1 image to the Clipboard, select Frame
2, and paste the Frame 1 image there. Modify the
Frame 2 image, as desired, and repeat the copy, select,
and paste sequence for Frame 3. This cycle is repeated,
as necessary, to create the remaining frames.
In this case, the first several frames of the movie are
used to roll the eye of the crocodile. The sequence is
constructed by copying the initial frame image to the
Clipboard, selecting Frame 2 in the Frame Display,
pasting in the Frame 1 contents, modifying the eye with
the pencil tool, copying the modified version to the
Clipboard, selecting the next frame
and repeating the “paste, modify,
e Edit Animate Tools {ffests a copy” cycle.
Crocodile
A later sequence involves erasing the
lower jaw of the crocodile and
redrawing it in a partially open
position. The eraser, line tool, and
pencil are used for this purpose. In
succeeding frames, the jaw is
gradually opened further and further,
and the upper teeth are completed
(using the pencil tool). Meanwhile,
an animation of the completed frames
is shown continually in the
Animation window.
Section 2. Movies 2-39
Chapter 5. Movie Editor Reference
2-40
An integrated example
Note: It is good practice to save the file periodically
(“Save” in File menu).
When editing of the movie frames is complete, exit
Movie Editor (“Quit” in File menu), open Authorware,
and create (or open) the file to which the movie will be
loaded.
Add a Movie icon to the flow, open it, and click the Load
movie pushbutton. Select and open the desired movie
file to load it to the file. Choose appropriate settings for
the movie playback parameters.
Smile and snap
Start Current End © repeatedly
Frame Frame Frame lie 74 times
Pitas]
® until condition is TRUE:
Frames/second:
CL] Smooth © only during animation
Layer: Oo Se times/animation
=a
In this case, the movie playback is controlled by
variables named “starting”, “ending”, and “rate.” The
movie is set to play repeatedly until the value of “stop”
becomes TRUE, and the Perpetual option is set to cause
playback to respond immediately to changes in the
controlling parameter variables.
Complete other development steps, as appropriate, to
implement the design.
In this case, the Movie icon is preceded by a Display
icon for the body of the crocodile. The display contents
were created by editing a copy of the full crocodile image
with a bit-mapped graphics program (e.g., MacPaint).
The body image was created simply by erasing the face
and mouth. The initial values of the controlling
parameters are set in a calculation attached to the “croc
body” Display icon.
Authorware, Inc.
Tip In order to
cus simplify reuse of
Sr the completed
animation
segment, you may wish to
store it as a model file. See
Chapter 9. Models in the
Authorware Professional
Reference manual for details.
The crocodile segment can be
used in conjunction with
scaled path animations (one
for the movie and one for the
body), as feedback to a
correct answer, in
conjunction with a Sound
icon (to play back crocodile-
like sounds), and in many
other ways. Storing it ina
model will make it easily
accessible for appropriate
instructional use in other
files.
Section 2. Movies
An integrated example
Croc body
starting:=1;start frame for movie
ending:=47;end frame
rate:=30;frames per second
With these icons in place on the flow line, run the
file(““Run” in the Try it menu). Using the mouse
pointer, drag the movie showing the animation of the
crocodile’s eye and mouth motion until it aligns with the
body. The result is a fully assembled crocodile.
@ File Edit Variables Models Font Style Try it a’
FOS Croc body SSS
The reason for bisecting the original crocodile and
displaying only the body is to avoid having both static
and dynamic crocodile jaws displaying at the same time.
If the full crocodile had been shown with the movie
superimposed on top, the original lower jaw would have
shown through as the crocodile opened its mouth.
If it seems necessary to make editing
changes in the movie itself, you can open the
movie options window and click the “Edit
movie” pushbutton. Doing so allows you to
JumpOut from Authorware to Movie Editor to complete
the edits and then return again (by using the Quit
command in Movie Editor’s File menu).
NOTE
2-41
Chapter 5. Movie Editor Reference
2-42 Authorware, Inc.
AUTHORWARE
Video Interface
Section 3. Video
Fi e Capabilities
The Video icon allows you to play video sequences and still
frames in your applications. Video icons give you complete
control over starting and ending frames, the conditions
which initiate and terminate playback, the speed at which a
sequence plays, and which audio channels will be heard.
You can even allow the user to control playback of a
sequence you have specified by making an on-screen
Controller available during presentation. The Video icon
provides a precise and convenient interface to the video
player during development so that you can define video
sequences with minimal effort.
e Getting started
Movie
The Video icon will appear in the lower left-hand corner of
your screen, together with the Movie and Sound icons.
Section 3. Video 3-1
Chapter 1. Video Icon
New file...
Open file... 30
hRport HrRphi£s..
Close
Save #S
Save as...
Course setup...
Title:
Presentation window size:
@ standard
© full screen
© variable
Presentation display background:
@ white © use desktop pattern
When user returns to the file:
@resume (restart at beginning
Video device:
LaserFilm™
Panasonic T02026/7?
Pioneer LDU-4200
Pioneer LDU-6000
SONY 1000 series
Communication with the video
device cannot be established.
Check the cable to ensure it is
properly connected. Make sure the
correct video device is specified in
the "Setup..." options.
eT e
[Continue ]
Specifying a video
Specifying a video player
Before you begin placing video icons in a file, you should
specify the type of video player you will use. To specify
a video player for a file, choose the “Setup...” command
in the File menu.
The Setup window contains a pop-up menu for
specifying the “Video device” you'll be using. The
default setting is “none.” To choose a video player,
move the pointer to the pop-up menu, press and hold
the mouse button, drag to the device you want to select,
and release the button.
In addition to specifying the Video device in the Setup
window, check to be sure the video player is properly
connected to your Macintosh. The video player can be
connected to either the Modem or Printer serial port.
Different video players require different
cables. See the Appendix for information on
the cable configurations for the video
players currently supported.
NOTE
If the correct Video device is not specified or the player
is not properly connected to your computer, you'll see a
message indicating the problem when a Video icon is
encountered while running your file or while you are
editing Video icon options. A similar message will be
shown to a user using your file if the video player has
not be properly connected to his or her computer.
Placing Video icons
Insert a Video icon at the location in your file where you
want to play a video sequence or image, title it, and
open it as you would any other icon (see the Authorware
Professional reference manual, Chapter 3. Designing
Your Application for details on placing, titling, and
opening icons).
Authorware, Inc.
Options
e Options
Double-click a Video icon to open it
F = Controller f A ‘
eee iy ee and display the Video options
Start: Baa <- Set window. Several choices are
available for you to determine
: <- d
End acid what the user will see.
Timing: Wait until done Conteatior
Playback: Normal speed (3)
The Controller appears in the
Freeze: C1] User control upper right-hand corner of the
until ae ee ] Frame numbers options window. The pushbuttons
_—_s i uri channel 1 on the right control forward
Stop at end frame or: CJ Audio channel 2 motion and those on the left
(when condition is TRUE Xx] Video on control reverse motion. The
ee ae ae ee Replay buttons.are active while the
options window is open to allow
L] when any key is pressed you to find and play sequences on
the videodisc.
“Play” causes the
video to play at the normal speed
in the direction selected. Sound
contained on the audio channels of
the disk only plays when the
videodisc is playing forward at
normal speed. (See Playing sound
in Section 1. Sound of this manual
for additional information.)
“Step” causes the
video to move one
frame in the direction selected each
time the button is clicked.
Reverse ~@tsigidgelii-ia Forward
Play
Step
Slow
Fast
Section 3. Video 3-3
Chapter 1. Video Icon
Reverse
Play
Step
Slow
Fast
NOTE
SA
Student’s Video Controller
“Slow” causes the video to play at the player’s
slowest speed in the direction selected.
The “Fast” buttons cause the video to play in the
direction selected at the player’s fastest speed.
“Pause” stops playing the video regardless of the
speed or direction. To start playing again, click
the appropriate button on the controller.
Controller Bayar
Play
Step
Slow
Fast
Any sound contained on the audio channel of the
disc is only played when you are playing forward
at normal speed.
Authorware, Inc.
Section 3. Video
Frame Numbers
Frame Numbers
Numbers are assigned to each frame of the videodisc. You
may specify a single frame or series of frames to be played
in any particular Video icon.
Video
Frame Numbers Current = 24732
“Current” shows the number of the video frame that is
currently playing.
The “Start” slot is where you enter the number of the
beginning frame of the sequence you want played. The
“End” slot is where you enter the ending frame number of
the sequence. You may type a number, variable name, or
expression in either slot.
Click the “<- Set” button next to either slot to have the
current frame number automatically entered. A quick and
easy way to specify a video sequence is to use the Controller
to find the beginning frame, click the “<- Set” button next to
the “Start” slot, play the video to the ending frame, and
click the “<- Set” button next to the “End” slot.
NOTE If you specify a “Start” frame number that is
A greater than the “End” frame number, the video
sequence will be played in reverse. If you want
to display a single frame, enter its number in
both slots.
Clicking “Goto” causes the video player to move to the frame
specified in the slot next to it. That frame will be shown on
the video screen attached to your player and you can use
the Controller to play from that point.
3-5
Chapter 1. Video Icon
3-6
Timing, Playback
Timing
The “Timing” pop-up menu specifies whether anything else
goes on while the video is playing.
Timing: Y Wait untildone |
“Wait until done” halts presentation of subsequent icons in
your file until the video sequence is completed. There may
be other previously started perpetual or concurrent actions
taking place while the Video icon is being executed.
“Concurrent” allows your file to continue to subsequent
icons while the video sequence plays.
Playback
The “Playback” pop-up menu allows you to specify the speed
to play your video sequence.
Playback:
Pause (0)
Slowest speed (1)
Slow speed (2)
Fast speed (4)
Fastest speed (5)
The Playback speed specified is applicable whether the
video is playing forward or reverse.
If you allow the user to have control, he or she may override
the Playback speed setting by clicking different Controller
buttons.
The numbers in parentheses to the right of the speed
description correspond to the speed parameter of the
VideoSpeed(speed) system function.
Authorware, Inc.
Stop at end frame or:
C] when condition is TRUE
[] when any key is pressed
Section 3. Video
Freeze, Stop at end frame or:
Freeze
“Freeze” allows you to specify what remains on the video
screen when the video sequence is completed. You can also
specify how long it remains.
Freeze: Y last frame shown,
no frame
until
= end frame
“Last frame shown” continues to display the last frame
shown when the sequence stops playing or the user clicks
the “Done” button on the Controller (see User Controller).
“No frame” turns the video screen off either at the end of
the sequence specified or when the user clicks the “Done”
button.
“End frame” displays the last frame specified in the “End”
slot. If the user uses the controller and clicks the “Done”
button while viewing another part of the sequence, the
player moves to the “End” frame and displays it.
If you enter a condition in the “Freeze” slot, the frame
shown will remain on the video screen until the condition
becomes true. If no condition is entered the frame will be
shown until the next Video icon is encountered or the user
exits your file.
Stop at end frame or:
You may specify special conditions to playing the video.
If you check “when condition is TRUE” and enter a
condition in the slot, the video will stop playing when the
condition becomes true regardless of where it is in the
specified video sequence.
If you check “when any key is pressed” the video stops
playing when the user presses a key.
Chapter 1. Video Icon
3-8
[ ] User control
(<] Frame numbers
f] Audio channel 1
f] Audio channel 2
(<] Video on
The User's Controller
The User’s Controller
An important innovation provided with Authorware is the
ability to define a video sequence and provide the user with
an on-screen remote control to freeze frames, back up, play
slowly, and otherwise control the video sequence you’ve
specified. If you check the “User control” option, a
Controller will automatically appear on the user’s computer
screen when the Video icon is encountered in your file. The
user can drag the Controller to different screen positions if
desired and use it to control playing the video sequence you
have defined. The play buttons on the user Controller
operate in the same way as those on the Controller in the
Video icon window. The Controller remains on the screen
and the sequence defined by your Video icon is available for
review until the user clicks the “Done” button. If you’ve set
the Video icon to “Wait until done” execution will not
continue until the user presses “Done.”
HINT If you encounter a Video icon set to allow user
as control while running your file, the Controller
will appear on your screen. It will remain even
if you “Jump to icons” or “Pause” to make
changes. You must press “Done” on the Controller to have
it erased.
Displaying frame numbers
If you check “Frame numbers” they'll be displayed on the
video screen to the user.
Playing sound
Checking “Audio channel 1” plays the sound on channel 1 of
the videodisc.
Checking “Audio channel 2” plays the sound on channel 2 of
the videodisc.
Authorware, Inc.
Section 3. Video
Replay, Cancel, and OK buttons
NOTE Some videodiscs have different sound on the
eS different channels, so make sure you have
Ss j selected the proper channel. If both audio
channels are checked and the videodisc was
recorded in stereo, the sound will be played in stereo.
Video display
“Video on” displays the video image on the video screen. If
“Video on” is not checked, no image will appear while your
sequence is playing. This is useful if you only want to play
the sound contained on either or both audio channels.
Replay, Cancel, and OK buttons
The “Replay” button causes the video sequence specified by
the “Start” and “End” frame numbers to be played in
accordance with the other options you have selected.
“Cancel” closes the Video icon options window without
storing your changes.
“OK” closes the Video icon options window and stores all of
your settings.
Chapter 1. Video Icon
3-10
System Variables and Functions
System Variables
VideoFrame provides the current frame number of the
video device in use.
VideoDone has the value TRUE if the selected video
sequence is done playing.
VideoResponding has the value TRUE if communications
are established with the selected video device.
System Functions
VideoDisplay(on) turns the video display on at the
current frame.
VideoDisplay(off) turns the video display off at the
current frame.
VideoSound(channel,on/off) turns the specified channel
on or off. Enter number 1, 2 or 3 for channel (“3” indicates
both channels). For example, VideoSound (3,on) turns on
both audio channels. You may allow the user to choose the
channel by responding to a question or set the channel
according to performance, using variables.
VideoSpeed(speed) sets the speed at which the video
device plays the specified sequence. 0=pause, 1=slowest,
2=slow, 3=normal, 4=fast, 5=fastest. A negative speed
number causes the video sequence to play in reverse.
VideoText(string,n) shows the text in “string” via the
character generator in a videodisc player on line “n”. Only
two devices supported with Version 1.5 have this capability.
The Pioneer LDV-4200 can display eight lines of text. The
Panasonic 2027F can display nine lines of text. This
function is ignored for other devices.
Authorware, Inc.
Appendix A - Videodisc Specifications
Cabling requirements and DIP switch settings for videodisc players supported with
Version 1.5 are summarized below.
McDonnell-Douglas LaserFilm™ LFS-4400
MeThonnall- Dongle Cabling requirements for
LaserFilm™ (LFS-4400) McDonnell-Douglas LaserFilm™
Mini 8plug(male) DB-25 plug(male)
Input Handshake 20 Data Terminal Ready
Ground
2
Transmit Negative (-) mo a 8 Receive Data
4 SIgnal Ground
5
Receive Negative (-) Transmit Data
Other pins are not connected
Panasonic TQ2026F & TQ2027F
Macintosh Panasonic TQ-2027F Cabling requirements for
Mini 8 plug (male) DB-25 plug (male) Panasonic TQ-2027F
Pin biggpdaboos cam | OH Pin
Transmit Negative (-) ae = Receive Data
Ground 40 Signal Ground
Receive Negative (-} G8 Transmit Data
is Request to Send
Clearto Send
c Data Set Ready
Data Terminal Ready
Other pins are not connected
Panasonic 2026F & 2027F DIP switch settings:
OFF
ON
ON
ON
OFF
OFF
ON
OFF
ONOULPWNY
Appendix A. Videodisc Specifications
e Pioneer LDV 4200
Macintosh Pioneer LaserDisc LDV-4200
Mini 8 plug (male) DB-15 plug (male)
Pin fella == om | Tb) Pin
Input Handshake eae ater ernie heady,
Transmit Negative (-) een at envied el tal
Ground aa ae) nT e CrPOULIC
Receive Negative (-) a Transmit Data
Other pins are not connected
Pioneer LDV-4200 DIP switch settings:
OFF
OFF
OFF
OFF
ON
ON
OFF
OFF
ONO WNY
e Pioneer LDV-6000
Macintosh Pioneer LaserDisc LD¥V-6000
Mini 8plug (male) DB-25 plug (male)
Transmit Negative (-) ee Receive Data
Ground SSE Signal Ground
Receive Negative (-) SSS Transmit Data
Request to Send
Data Set Ready
Data Terminal Ready
Other pins are not connected
Cabling requirements for Pioneer
LaserDisc LDV-4200
Cabling requirements for Pioneer
LaserDisc LDV-6000
Pioneer LDV 6000 DIP switch settings:
ba
2 DOWN
re eee) 5
4 DOWN
5 DOWN
6 DOWN
<P
8 DOWN
9 DOWN
10 DOWN
e SONY 1000 series
Macintosh Sony LDP-1500 Cabling requirements for SONY
Mini 8plug (male) DB-25 plug (male) LDP-1000 series
Pin bamaadebs--a{ | Pin
Transmit Negative (-) SS Receive Data
Ground SS Signal Ground
Receive Negative (-) SS Transmit Data
i Data Terminal Ready
Data Set Ready
Other pins are not connected
SONY 1000 series DIP switch settings: (Baud rate selector)
DOWN
DOWN
DOWN
UP
PWN
Appendix B. CD-ROM
e CD-ROM use with Authorware
CD-ROM stands for “Compact Disc Read-Only Memory”.
Each CD-ROM holds up to 660 megabytes of permanent
data. This makes CD-ROM ideal for delivery of large
applications, as well as databases such as
encyclopedias.
When you access a CD-ROM, the data will appear just
like data from any other read-only media. Since you
cannot write on CD-ROMs, the Authorware run-time
software automatically stores run-time status
information on your boot disc volume (which is always
writeable).
Audio Access. Authorware applications can play audio
tracks from either mixed mode CD-ROMs (which contain
one data track and one or more audio tracks) or
standard audio CD-ROMs. This technology for storing
data requires an Apple CD SC-compatible drive. This
feature is provided through a User Function (also called
an XCMD) which can be obtained directly from
Authorware, Inc.
Creating CD-ROMs for Authorware Applications.
Data can be stored on CD-ROM discs either in a format
suitable (or “native”) to your operating system (for
example, Apple HFS) or in the ISO 9660 format (also
called High Sierra). Data in a native format is easier to
process (or “master”), because the data can be
transferred directly from a hard disk device, but the ISO
9660 format is suitable for creation of CD-ROMS to be
used in more than one operating system environment.
Following are three providers of CD mastering services.
No warranty is implied regarding these services.
Index
Multimedia
Index
Index
INDEX
Adjusted sound 1-10
Amplify options 1-33
Amplification 1-33
Don’t fade 1-34
Fade in 1-34
Fade out 1-34
Animate menu, Movie Editor
2-14, 2-35, 2-44, 2-57
Faster, fastest 2-27, 2-35
Play allframe 2-27, 2-35
Set end/end frames 2-35, 2-57
Reverse direction 2-35
Slower 2-27, 2-35
Animation window, Movie Editor 2-16, 2-26,
2-27, 2-46, 2-66
activating/deactivating 2-26
resizing 2-26
Appearance of playback image
inverse 2-4
opaque 2-4
transparent 2-4
Assume rate options 1-36
Audio channels 3-3, 3-4, 3-8
Audio Digitizer 1-7
gain control 1-10
Hooking up the Digitizer 1-8
adapter 1-8
connection cabel 1-7, 1-8
library of sound files 1-7
LINE jack 1-8
MIC jack 1-8
microphone 1-7
modem port 1-8, 1-10
power cord 1-8
printer port 1-8, 1-10
transformer 1-7, 1-8
light 1-10, 1-12
Cables 3-11
Chooser 1-25
Clear sound 1-28
Clipboard (sound) 1-20, 1-27, 1-28
Clipboard (movies) 2-30, 2-38, 2-39
Clipped sound 1-11
Concurrency for Movie icons
Perpetual 2-5
Concurrent 2-5
Wait until done 2-5
Concurrency for Sound icons
Concurrent 1-2
Perpetual 1-3
Wait until done 1-2
Concurrent sound 1-2
Connect the dots 1-37
Connecting the video player 3-2, 3-11
Controller 3-3
Fast 3-4
Pause 3-4
Play 3-3
Slow 3-4
Step 3-3
Copy sound 1-27
Custom menu, SoundWave 1-39
Tone Generator 1-22, 1-39
Cut sound 1-27
Delay options 1-33
Delay (msec) 1-33
Delay Amplitude 1-33
Final Amplitude 1-33
Display menu, SoundWave 1-36
Connect the Dots 1-37
Spectrum 1-20, 1-36
frequency range to plot 1-37
3 dimensions 1-37
Stack Windows 1-38
Tile Windows 1-38
Distort command, Movie Editor 2-37
Done pushbutton 3-7, 3-8
Edit menu, Movie Editor 2-13, 2-29, 2-33,
2-43
clear 2-34
copy 2-29, 2-33
cut 2-29, 2-34
Authorware, Inc.
Index
delete aframe 2-14, 2-34
insert a frame 2-14, 2-34
paste 2-29, 2-33
paste add 2-33
paste subtract 2-14, 2-33, 2-34
Undo 2-33
Edit menu, SoundWave 1-27
Clear 1-28
Copy 1-27
Cut 1-27
Mix... 1-28
Paste 1-27
Play options... 1-11, 1-29
Play after each change 1-30
Play while scoping 1-30
Speed 1-29
Volume 1-29
Select All 1-30
Show Beginning 1-31
Show End 1-31
Studio options... 1-30
Undo 1-27, 1-28
Editing the sound 1-4
Effects menu, Movie Editor 2-14, 2-29, 2-37,
2-44
Distort 2-37
Skew 2-37
Fade a sound
from silence 1-34
into silence 1-34
File menu, Movie Editor 2-13
Import movie 2-13, 2-32, 2-33
New movie 2-38
Open movie 2-32
Quit 2-32
Revert to saved... 2-13, 2-33
Save 2-32, 2-70, 2-71
Save as 2-32
File menu, SoundWave 1-21
Close 1-23
Get info 1-24
New 1-22
Multimedia
Open 1-9, 1-16, 1-22
Page Setup 1-25
Print 1-25
Print Options 1-25
Quit 1-26
Record 1-26, 1-9, 1-21
Save 1-13, 1-23
Save as 1-23
File types
Instrument 1-22
Numeric 1-22
Resource 1-24
SoundWave 1-22, 1-24
Filter options 1-31
change the frequency range of a
slider 1-32
frequency band 1-31
slider 1-31, 1-32
Frame Display 2-16, 2-39, 2-46
Frame Editor 2-16, 2-22, 2-36, 2-46
Frame Editor tools 2-24, 2-39, 2-54
eraser 2-25, 2-39
grid tool 2-25
hand tool 2-24
line tool 2-25, 2-39
oval tool 2-25
paint can tool 2-25
pencil 2-17 2-39, 2-47, 2-54
rectangle tool 2-25
Frame numbers 3-5, 3-7, 3-8
Current 3-5
End 3-9
GoTo 3-5
Set 3-5
Start 3-5
Frame size 2-11, 2-32, 2-38, 2-41
Index
using New movie... command to set
2-32
Freeze 3-7
End frame 3-7
Freeze until... 3-7
Last frame shown 3-7
Index
No frame 3-7
Frequency (see Filter options & Sprectrum
options)
Gain control 1-10
Get info for Sound file 1-24
Getting started (sound)
Load window 1-1, 1-2, 1-4
Open 1-1, 1-2
Getting started (video) 3-1
Placing video icons 3-2
Specifying a video player 3-2
ImageWriter™ 1-26
Print quality 1-26
Import movie... command 2-13
Installing and starting the Movie Editor 2-15
Inverse display mode 2-4
Jumping to Movie Editor 2-10, 2-39, 2-41
Jumpout to SoundWave 1-4
Light on Digitizer 1-10, 1-12
LINE jack 1-8
Loading movies 2-2, 2-9, 2-32, 2-38, 2-40
Loading sound 1-1, 1-2
Looped instruments 1-41
attack 1-41
sustain 1-41
MacPaint™ 2-28, 2-40
Make-A-Scene window 2-13, 2-32, 2-36, 2-43
Making changes 1-3
Editing the sound 1-4
Substituting sounds 1-3
MIC jack 1-8
Microphone 1-7, 1-8
Mixing sounds options 1-28
Clipboard amplitude 1-28
Amplitude of sound file 1-28
sampling rates 1-29
Movie icon 2-1
capabilities 21
options 2-1
Concurrent 2-5
Current Frame 2-3
Edit 2-10, 2-39, 2-71
End Frame 2-3
Frames/second 2-3, 2-9
Inverse image 2-4
Layer 2-16
Load 2-2, 2-9, 2-32, 2-38, 2-70
OK 2-9
Opaque image 2-4
Perpetual 2-5
Play movie options 2-7
only during animation
2-7
_times 2-7
_times/animation 2-7,
2-8
repeatedly 2-7
until condition is
TRUE 2-7
Play pushbutton 2-3, 2-9
sizing playback image 2-4
Smooth 2-4
speed 2-3
Start Frame 2-3
Step pushbutton 2-3
Stop pushbutton 2-3
Transparent image 2-4
Wait until done 2-5
Movies (see related items listed by name)
display modes 2-4
editing 2-11, 2-15
importing 2-13
installing the Movie Editor 2-15
jumping to Movie Editor 2-11, 2-3,
2-41
loading 2-2, 2-9
sizing playback image 2-4
OK pushbutton 3-9
Opaque movie display 2-4
Opening a sound window 1-15, 1-16
Options (sound) 3-3
Controller 3-3
Displaying frame numbers 3-8
Frame numbers 3-5
Authorware, Inc.
Freeze 3-7
Playback 3-6
Playing sound 3-8
Replay, Cancel, and OK buttons 3-9
Stop at end frame 3-7
Student controller 3-8
Timing 3-6
Video display 3-6
Options, Sound icon 1-1
Options, SoundWave
Amplify... 1-33
Assume Rate... 1-36
Delay... 1-33
Filter... 1-31
Mix... 1-28
Page Setup... 1-25
Play options... 1-29
Print options... 1-25
Print... 1-25
Record... 1-9, 1-21
Resample... 1-35
Spectrum... 1-36
Palette of tools 1-18
(also see Tools)
Perpetual movies 2-5
Perpetual sound 1-3
Placing video icons 3-2
Playback pushbutton 3-6
Playback speed 3-6
Play buttons 1-19
Play clipboard 1-20
Play instrument 1-20
Play selection 1-20
Play sound 1-19
Play options, SoundWave 1-29
Speed 1-29
Volume 1-29
Play after each change 1-30
Play while scoping 1-30
Play sound with Sound icon 1-3
one time 1-3
until condition is TRUE 1-3
Multimedia
Index
times 1-3
Playback speed (see Speed)
Printing Sound files
Chooser 1-25
horizontal scaling 1-25
ImageWriter™ print quality 1-26
Page Setup 1-25
Print options 1-25
Print selection only 1-25, 1-26
Print 1-25
vertical scaling 1-25
Recording a sound 1-9
adjusting the gain 1-10
gain control 1-10
Scope window 1-10
clipping 1-11
message 1-12
modem icon 1-10
Play while scoping 1-11
(also see Play options)
printer icon 1-10
Record options 1-9, 1-21
sampling rate 1-9, 1-21
Technical background 1-9
analog sound input 1-9
digital representation 1-9
Replay 3-9
Resample options 1-36
Reverse 1-36
Sampling rate
Assume Rate... 1-36
Information bar 1-17
Mixing two sounds 1-28
Record... 1-9, 1-21
Resample... 1-35
Technical background 1-9
Saving a selected sound segment 1-24
Saving a sound 1-13
Save 1-13, 1-23
Save As... 1-23
Save option window 1-13
Scrapbook for importing graphics 2-28, 2-38
Scrolling the Sound window 1-17
Select All 1-30
Selecting a segment of sound 1-18
scrolling a selected segment
Command-B (scroll to
beginning) 1-19
Command-E (scroll to end)
1-19
dragging the Scroll box 1-19
Scroll arrows 1-19
Selecting options
clicking and dragging 1-18
Command-H (left edge 1 byte
left) 1-19
Command-J (left edge 1 byte
right) 1-19
Command-K (right edge 1 byte
left) 1-19
Command-L (right edge 1 byte
right) 1-19
shift-click 1-18
Serial ports
modem port 1-8, 1-10, 1-21
printer port 1-8, 1-10, 1-21
Show Beginning 1-31
Show End 1-31
Shrinking graphics
to fit Sketchpad 2-38, 2-39
to fit selected frame 2-30
Silence 1-35
Sketchpad tools 2-29
camera tool 2-30
eraser tool 2-31
line tool 2-31
oval tool 2-31
pencil tool 2-31
rectangle tool 2-31
select box 2-29
changing size 2-30
revereting to frame size 2-30
Sketchpad window 2-28, 2-36, 2-37
shrinking graphics to fit 2-38, 2-39
trimming graphics to fit 2-38, 2-39
ways to use 2-28
Skew command, Movie Editor 2-37
Smooth 1-35
Sound clipboard 1-20, 1-24, 1-27, 1-28
Sound 3-3, 3-8
Sound disk 1-7, 1-54, 1-55
SoundWave 1-7
Sound Files folder 1-7
“swei” folder 1-55
Sound icon 1-1
Capabilities 1-1
Options 1-1
Concurrent 1-2
Edit 1-4
Load 1-2, 1-4
Load window 1-2, 1-4
OK 1-3
Perpetual 1-3
play faster 1-2
Play pushbutton 1-3
play slower 1-2
Play sound options 1-3
one time 1-3
until condition is
TRUE 1-3
times 1-3
playback speed 1-2
Speed (% of normal) 1-2
Start playing when TRUE 1-3
Stop pushbutton 1-2
Wait until done 1-2
Title 1-1
Sound window 1-12, 1-15, 1-16, 1-41
Information bar 1-16, 1-17, 1-41
Scroll arrows 1-17
Scroll box 1-16, 1-17
Scroll box handles 1-16, 1-17
Scroll box size 1-17
Scroller 1-16, 1-17
Wave display 1-16, 1-17
SoundWave capabilities 1-15
Authorware, Inc.
SoundWave software 1-7
Spectrum window 1-15, 1-20, 1-33, 1-36
resize 1-20
Set range of display 1-37
Spectrum... 1-20, 1-37
Speed
for Sound icon 1-2
for SoundWave file 1-29
Stop at end frame 3-7
when any key is pressed 3-7
when condition is TRUE 3-7
Substituting sounds 1-3
System Functions 3-10
VideoDisplay 3-9, 3-10
VideoSound 3-9, 3-10
VideoSpeed 3-6, 3-10
System Variables 3-10
VideoFrame 3-10
Timing (movies) 2-5
within animation 2-7
Timing (video) 3-6
Concurrent 3-6
Wait until done 3-6
Tone Generator 1-39
Tools (movies)
Frame Editor tools 2-24, 2-39
eraser 2-25, 2-39
grid tool 2-24
hand tool 2-24
line tool 2-25, 2-39
oval too] 2-25
paint can tool 2-25
pencil 2-17, 2-24, 2-39, 2-47,
2-54
rectangle tool 2-25
Movie Editor menu 2-13, 2-14, 2-36,
2-43, 2-44
Flip vertically 2-36
Flip horizontally 2-36
Rotate 90 (degree symbol) 2-
36
Inverse 2-36
Multimedia
Index
Sketchpad tools 2-29, 2-59
camera tool 2-30, 2-60
eraser tool 2-31, 2-61
line tool 2-31, 2-61
oval tool 2-31, 2-61
pencil tool 2-31, 2-61
rectangle tool 2-31, 2-61
select box 2-29, 2-59
Tools (sound) 1-18
Pencil 1-19
Play buttons 1-19, 1-20
Pointer 1-18
Selection cursor 1-18
Transformer 1-7, 1-8
Trimming graphics to fit Sketchpad 2-38, 2-
39
Try it menu 1-71, 2-3, 2-41
Jump to icons 2-3
Run 1-71, 2-3, 2-41
Undo 1-17
Unlooped instruments 1-42
(also see Studio Session)
User’s Video Controller
(also see Controller)
Done pushbutton 3-7, 3-8
Using a movie scene 2-3
Video device 3-2
default setting 3-2
Video icon
Video option components 3-3
Video options window 3-3
Video player 3-2, 3-11
McDonnel Douglas LaserFilm 3-11
Pioneer LaserDisc LDV-4200 3-11
Specifying a video player 3-2
Volume 1-10, 1-29
gain control 1-10
Play options... 1-29
Wait until done (movie icons) 2-5
Wave menu, SoundWave 1-31
Amplify... 1-33
Amplification 1-33
Index
Don’t fade 1-34
Fade in 1-34
Fade out 1-34
Assume Rate 1-36
Delay... 1-33
Delay (msec.) time 1-33
Delay amplitude 1-33
Final amplitude 1-33
Filter... 1-31
frequency band slider 1-31
change the frequency range of
a slider 1-32
Resample... 1-35, 1-41
Reverse 1-35
Silence 1-35
Smooth 1-35
Windows, Movie Editor 2-11
Animation window 2-11, 2-12
Frame Display window 2-11, 2-12
Frame Editor window 2-11, 2-12
Windows, SoundWave
Scope window 1-10
Sound 1-12, 1-16, 1-22
Spectrum 1-20, 1-33, 1-36
Stack Windows 1-38
Tile Windows 1-38
Wiring cables 3-11
Authorware, Inc.
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® Le Authorware Professional for Windows (APW) version 2.0 is
compatible with Authorware Professional for Macintosh
(APM) version 1.6 and later. Current versions are Authorware
Professional for Macintosh version 2.0 and Authorware
Professional for Windows version 2.0.
You can open APM files in APW and convert them to
Windows format. Windows files cannot be converted to
Macintosh format, nor can you play packaged Macintosh files
with RunAPW.
This book has two purposes:
@ To describe how to set up Macintosh files so that they can
be easily converted
@ To help troubleshoot problems on the Windows platform
after you’ve converted.
Authorware has been designed to be consistent on the
Macintosh and PC. But because the platforms differ, you’ll see
variations between the two Authorware applications. In light
of these variations, we’ve included guidelines for developing
cross-platform applications.
The best way to obtain predictable results is to convert your
files often while authoring; this will surface problems before
you have a lot of work to redo.
How to convert an APM file
Converting your Macintosh files is easy.
1.
Save the APM file you wish to convert and give it a DOS
filename. Rename content libraries with DOS filenames,
using the .APL extension.
DOS filenames have a maximum of eight characters and an
.APM extension, as in TESTFILE.APM. If you do not change
the name of the file, your network operating system or file
transfer software will shorten it.
Convert any Director or QuickTime movies to Windows
format.
Before you transfer Director movies, you need to translate them
using the Macromedia Gaffer, included with APW. This is
explained in “Converting Director movies to Windows,” later in
this book.
Macintosh QuickTime movies must be saved with the Movie
Converter in order to be played by the QuickTime for Windows
player. This is explained in “Converting QuickTime movies to
Windows.”
Transfer the Macintosh file to the PC or a server accessible
from the PC. Also transfer any externally stored files such
as Authorware content libraries or Director movies.
You can do this using Apple File Exchange, using a third-party
utility such as MacLink or DOS Mounter, or by using electronic
mail or your network.
When transferring files through a file translator, make sure that
you use binary filters or no filter. Certain translators alter the file
so that APW cannot convert it.
4. Open the file in APW. The Macintosh file is converted when
it is opened in Authorware Professional for Windows. You
will be prompted to rename the file.
Save File As
Converting a Macintosh Authorware file. Save the Windows
version as:
File Name: Directories:
4. Noxamples
fe d:\
(> apm
> !apm_cou.rse
> '!productivi
@> examples
List Files of Type: Drives:
Authorware Window! ¥ d: \\trixie\skylat| #
To show files that don’t have an .APW or .APM extension,
choose All Files from the List Files of Type drop-down list.
5. If your file contains linked libraries, you will be prompted
to locate and convert them.
Libraries must have the .APL extension for APW to recognize
them. You can also convert Macintosh library files using the
Open Library command.
6. APW prompts you to locate external movies.
If your file refers to QuickTime or Director movies, you need to
relink them, since converting movies to Windows changes the
name and location of the files. We recommend that you store
movies in the same folder with APW2.EXE, RUNAPW2.EXE,
or the application that you’re creating.
You may need to readjust paths for external files such as libraries
and movies in the File Setup dialog box or using the
SearchPath variable, discussed in Using Variables & Functions.
Note Keep the original Macintosh files. Once a file is converted to Windows, you
cannot open it on the Macintosh.
7. APW prompts you to remap fonts.
set Font Mapping
Missing font Replace Macintosh font: Chicago
18432 Point (96 pixels)
with:
Windows fonts: Size:
Replacement font and Arial #] © Map all sizes of this
size Courier font using best match
Courier New apd
Fixedsys @ Choose point size
manually:
48 (74 pixels)
60 (92 pixels
72 (110 pixels)
MS Sans Serif
MS Serif
Default font mapping
Helvetica_48 (48 pixels] = Arial_48 (74 pixels)
Helvetica.36 (36 pixels) = Arial.36 (57 pixels)
Geneva.10 (13 pixels) = Modern.8 (14 pixels)
Helvetica, 18 [18 pixels} = Arial, 12 (19 pixels}
iP 15
You can remap all fonts, map all sizes of a particular font, or
choose point sizes manually. The scrolling list box at the bottom
shows APW’s default font mappings, which are stored in the
APW.INI file.
8. Run the file on Windows.
Compare the performance, timing, and appearance of graphics.
You may want to modify to the Macintosh file and reconvert it.
Note
Converting Director movies to Windows
Authorware Professional for Windows supports playing Director
movies by loading the converted movie in the Movie Options dialog
box. To convert Macintosh Director movies to Windows format, use
the Gaffer application, supplied with APW on the Macintosh Gaffer
disk.
APW supports loading converted Director 3.1 movies; however unlike
APM, it does not currently support interactivity created with Lingo, or
any of the features added to Director after version 2.0. Use Director for
animation; design interactivity in Authorware.
4.
Copy the Gaffer application from the Macintosh disk
included with Authorware Professional for Windows to
your Macintosh hard drive.
Double-click the Gaffer application to open it.
EL onuprt >>
&) Warnings
0 bytes selected 20.9 MB available
in “Gaffer files” in “Gaffer files”
Select Folder... Select Folder...
New Folder...
Click the Select Folder button on the left side of the dialog
box.
A directory dialog box appears.
Select a folder that contains the movies you want to
convert. Then click Open.
When you select a folder, its name appears at the bottom of the
dialog box. You can select multiple folders.
5. When you have selected a folder, click the folder name at
the bottom of the dialog box.
© Gaffer v
O CAD.mma re = Sergei
© Converted movies
O Gaffer dial box 2
BINGE mate |
0 New movies
e. Scien acd, Ee
D The Day | met Director
© World tour
Select Folder:
The Gaffer window reappears.
6. Follow steps 3 through 5 to select a destination folder. The
destination folder can be the same as the source folder.
7. Select the Director movie you want to convert from the
scrolling list on the left.
8. Click the Convert button.
Gaffer converts the file, renaming it with a DOS filename. If you
select the Warnings checkbox, Gaffer confirms the filename
before renaming.
9. Repeat until you have converted all the Director movies.
10. Click the Quit button.
TIP Gaffer needs at least twice as much memory as the largest castmember in your
movie. If you have trouble converting a movie because of memory limitations,
increase Gaffer’s memory partition by selecting Get Info in the Finder.
Converting QuickTime movies to Windows
Before you import QuickTime movies into APW, you must convert
them using the Movie Converter supplied with QuickTime.
1. Open the Movie Converter application on your Macintosh
and open the QuickTime movie you wish to convert.
2. Choose Save As from the File menu and give the movie a
DOS filename.
Movie Converter prompts you to rename the file. Use up to
eight characters and the .MOV extension.
i fube.gy — Lorelei
ix tmpelene. at :
it tiging Soreery.mane 2
: Golden Gate Ri SuaseLOT fea
i} Liftoff
New file name:
© Save normally (allowing dependencies)
Estimated file size: 2K
@® Make movie self-contained
Estimated file size : 939K
XX] Playable on non-Apple computers
Eee ORONO
3. Select “Make movie self-contained.”
This deletes references to external files and is sometimes referred
to as “flattening.”
4. Check “Playable on non-Apple computers.”
5. Save.
The movie can now be imported into APW. The QuickTime
driver (APQT.VDR) and the QuickTime for Windows DLLs
must be in the same directory as APW or RunAPM, on both the
authoring and delivery computers. Distribution of these files is
subject to the licensing agreement of Apple Computer.
Note
Note
QuickTime for Windows 1.0 currently supports only the five
compressors available in QuickTime for Macintosh 1.0. These
are Apple Animation, Apple Graphics, Apple None, Apple
Photo - JPEG, and Apple Video. For more information about
QuickTime, consult the QuickTime documentation or Apple
Computer.
Microsoft Video for Windows includes a Macintosh utility that allows you to
convert Macintosh QuickTime movies to AVI.
APW does not support changing the rate of playback for extemal movies. You
also cannot play externally stored movies backward on Windows. These
features are supported in APM.
Guidelines for Macintosh authoring
Following are some general guidelines for authoring on the
Macintosh for playback under Windows.
Anticipate environmental differences
Because the Macintosh and PCs are very different, you'll see
variances in speed and performance even if you use approximately
equivalent machines with similar clock speeds. It’s important to test
samples of your application on the target system while you are
developing the application.
Be sure to author using a presentation window size that works for all
delivery systems. The Macintosh File Setup dialog box includes
window options for VGA (640 x 480), 800 x 600, and 1024 x 768, to
use for applications that run on the PC.
Prevent undesirable color changes
When you convert an APM file to Windows, colors are mapped to
their nearest equivalents. The results depend on the color palettes
used on each platform:
@ Macintosh 256-color palette to Windows 256-color palette—
Expect a very close color match, since the color palette in APW
mimics the Macintosh system palette. However if you create
graphics in Windows applications that use the standard Windows
palette (rather than the APW palette), there will be variations.
Checking Preserve System Colors in the Color Palette dialog box
provides exactly the same palette, but overrides any setting in the
Windows Color control panel, resulting in variances for the color
of window borders, buttons, and other interface elements.
@ Macintosh 256-color palette to Windows 16-color palette—The
256 colors are mapped to their nearest equivalents in the 16-color
palette. When you develop the Macintosh application, it’s best to
select Use VGA Palette in the APM File Setup dialog box.
10
@ Macintosh 16-color palette to Windows 16-color palette—
Because the Macintosh and Windows have different standard
color palettes, you will notice some color variations when
transferring files. For nearest color matching, select Use VGA
Palette in the File Setup dialog box on the Macintosh.
Effects
The Macintosh and Windows programs have slightly different
display, erase, and interaction effects options—APM has five
additional effects. It’s best to use effects that are available on both
platforms. When you convert an APM file to Windows, Macintosh
effects are converted in the following way:
Macintosh effect Windows effect
Zoom to point Iris In
Zoom from point Iris Out
Zoom to line Remove Down
Zoom from line Build Up
Fade in and Fade out Mosaic
Limit use of custom functions
Macintosh custom functions (XCMDs and XFCNs) cannot be
converted to Windows Authorware files. XCMDs and XFCNs must
be reimplemented as Windows DLLs (dynamic link libraries).
Fonts
The Macintosh and Windows environments use different sets of
fonts. If you’re designing cross-platform applications, experiment
with font mapping while you’re authoring.
To simplify font mapping, Authorware automatically maps Macintosh
font references to Windows fonts during file conversion. Font
mapping selections are stored in the Windows APW.INI file, and this
information is used whenever files are converted.
When you convert Macintosh files to Windows, Authorware maps
fonts based on pixel line height rather than size. You can choose to
have Authorware automatically converts Macintosh fonts to
Windows fonts of equivalent pixel heights.
Each platform uses a different character set. Some special characters in
APM files may convert to different characters in APW. Below is a list
of Macintosh special characters to avoid and a recommended
substitute:
Avoid Use
¢ (bullet) *
“aw
(smart quotes)
# (not equal) <>
S (less than or equal to) <=
2 (greater than or equal to) >=
... (ellipsis) ... (three periods)
Allow breathing room for text in displays in your APM files since the
fonts in Windows and on the Macintosh are not identical. Avoid
displays with tightly constrained text, such as text inside boxes.
Center text inside a box and leave an extra margin in text objects to
help compensate for font differences when you convert to Windows.
Outline and shadow styles are not currently supported under
Windows. Text in these styles in your Macintosh file will be
displayed in bold in your Windows file.
11
12
The most dependable of the standard fonts that ships with Windows
3.1 are the VGA-resolution Times New Roman and Arial. Avoid
vector-based “stick fonts,” which are for use with plotters and display
poorly. If you need larger fonts, or if your fonts must convert exactly
to maintain placement on the screen, you may want to screen capture
the text using a utility like SnapPro or Hijack.
Third-party vendors such as Adobe, Bitstream, Cassady & Greene,
ZSoft, and Image Club specialize in fonts. Become familiar with their
products. Font packaging is not supported under Windows 3.1 as it is
in APM. If you choose a third-party font, remember that you’ll need
to provide it on all delivery stations.
With Windows 3.1, you can use TrueType fonts for a more
consistent font environment on both platforms. If you use TrueType
fonts in your cross-platform applications, keep in mind that the
TrueType fonts must be available on the authoring and delivery
machines on both platforms.
PICTs
PICT format graphics are widely used on the Macintosh. However
translating PICT graphics to Windows creates problems. Generally, if
you are converting your Authorware applications to Windows, use
bitmapped graphics. Although APW supports importing Macintosh
PICTs, most Macintosh applications that save in PICT format have
features that are not supported on Windows.
APM includes options to Paste as PICT or Paste as Multiple Objects
to optimize PICT images on the Macintosh applications. However,
since special effects such as spray can objects, grayscale gradients, or
mask regions produce unpredictable results when converted to
Windows, don’t import graphics as multiple objects or use the Paste
as PICT command on the Macintosh. The Macintosh graphic will
convert more cleanly to Windows.
If you have doubts about converting graphics files, import them into
APM and convert the file to APW for a test run. You can also save
the graphics with the .PIC extension and import them directly into
APW. Do this before you have created intricate graphics with custom
file formats that aren’t supported on both platforms. Alternately, if
you do a lot of cross-platform authoring, you may want to use a
graphics application that is supported on both Macintosh and
Windows, such as Aldus IntelliDraw or Adobe Photoshop.
13
Troubleshooting
14
APM file won’t open on Windows because it uses too many
icons
APM has a limit per file of approximately 32,000 icons, while APW
has a limit of 16,000 icons, so if you create an APM file with more
than 16,000 icons, it will not open on Windows. Break the APM file
into smaller components. In general, you might want to limit files to
3,000 or 4,000 icons. This makes it easier to manage.
APM models don’t convert
Although APW supports models, it cannot open APM models in
version 2.0. If you have models to convert, you must paste them into
APM files and convert those to APW and then create new Windows
versions of your models.
PICT images don’t convert correctly
If this occurs, open the original graphic on the Macintosh in the
application that created it and convert the file to a bitmap. You can
do this with a screen capture utility or using software like Aldus
SuperPaint, which supports both PICT and Paint format graphics.
Then reimport the file into APM and convert to APW, or import the
graphic directly into APW.
Imported PICT graphics display with substituted fonts
Although APW maps fonts during conversion, font mapping is
supported only for Authorware files. Font mapping does not affect
PICT graphicsimported into APW, so display text will automatically
be converted to the Windows system font.
Underlined text differs from font to font
If you use underlined text in your APM files, you may not like the
results when text is converted. On Windows, underlining depends on
the size of the font, so the underlining for a 72-point word will not
appear the same as for a 10-point word.
Font mapping converts size of font
Font sizes are mapped based on the line height in pixels. Because the
screen dimensions for Macintosh and Windows can differ, APW
attempts to maintain the vertical dimension of a font but may not
preserve the original size. Font mapping information is stored in the
APW.INI file. To reselect fonts, delete the APW.INI settings.
Scrolling text doesn’t work
Although APW does not have a custom function comparable to
ScrollEdit XCMD, the Windows application does support scrolling
text. Select the text object and choose Scrolling Text from the Text
menu.
White line displays on VGA monitor when converted from
13-inch Macintosh screen
Files created for 13-inch Macintosh monitors fit almost perfectly on a
VGA display. However the default menu bar in Windows is one
pixel smaller, so an extra pixel appears as a white line at the bottom of
the screen. Set the background color in the File Setup dialog box so
that the white line doesn’t appear.
Movies don’t use options selected in APM
External movies cannot have their frame rate adjusted in APW, nor
can they be played backward.
Interactivity scripted with Lingo in Director is not currently
supported in APW.
15
External movie conversion requires relinking because
filenames are changed
If your APM file refers to an external movie, APW looks for the same
filename. When you convert a QuickTime or Director movie, you
generally change the filename of the converted file, adding an .MOV
or .MMM extension. APW prompts you to locate movies when you
first convert the APM file.
Sounds don’t play
Macintosh computers have built-in sound capability up to 22
kilohertz. Windows computers must have a sound card installed in
order to play back sounds in APW files. Windows 3.0 requires the
multimedia extensions in order to play sounds.
Some Windows sound cards do not support speed changes in sounds.
Test your sound card to see whether you can change the rate of
playback; if you can’t, use a sound editor to change the rate of
playback before importing the sound into APW.
If your applications will run on PCs that may not have sound cards,
include a visual clue wherever a sound plays. For example, include a
balloon with the word “Honk” to replace a horn sound.
QuickTime movies that are composed only of sounds are not
supported in QuickTime for Windows.
MACROMEDIA
Authorware Professional, Macromedia, and MacroMind Director are trademarks of Macromedia, and Authorware
and MacroMind are registered trademarks of Macromedia, Inc. All other trademarks are the property of their
respective owners.
Copyright © 1993 Macromedia, Inc. All rights reserved. This manual may not be copied,
photocopied, reproduced, translated, or converted to any electronic or machine-readable form in
whole or in part without prior written approval of Macromedia, Inc.
First Edition: January 1993
Macromedia, Inc.
600 Townsend St.
San Francisco, CA 94103